Conquest of Elysium 5

Conquest of Elysium 5

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Chronal Priest Class
   
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17.679 MB
1 Oct, 2021 @ 4:04pm
7 Oct, 2021 @ 9:38pm
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Chronal Priest Class

Description
This mod adds a brand new class to the game; the Chronal Priesthood!
With over 30 unique creatures with their own custom artwork, 2 additional terrain, and a new set of rituals, this mod is meant to supplement the classes of the base game with graphics and balancing designed to fit well within CoE5.

MOD RANK - Silver

Mod rank is the system I use to determine compatibility (intended compatibility) between my mods. It has little bearing in regards to mods by other creators. For more info see the README below.

-=CHRONAL PRIEST MOD README=-
VERSION 1.5 (CoE 5)

Mod Created by Zen-Zinxe
Sorry for the long wait, many changes had to be corrected in the port and I took the opportunity to also add a couple new units and magic items as well. The class is now as close to my original vision as it might ever possibly be.

===Class Summary===
The Chronal Priests are an eccentric group of nomadic desert dwelling people who learned the essence of Time Magic from a prophetic enigmatic duo.
Chronal Priests collect both relics and gems, and they use gems to pay for bonus recruitment offers of basic troops, as well as the more unusual summoning rituals that they have. They also use Relics to level up and summon various cats, and while this summon isn't quite as powerful as the gem modified summoning, it is guaranteed to succeed. The Chronal priests possess weaker prayer magic than the Voice of El priests, but they also have unique time-magic spells that grow in strength along with the caster.

Features:
-Many new units, all with custom artwork made 100% from scratch
-A new set of rituals unique to the Chronal Priests
-Lots of lore, written into the descriptions of the class and every unit unique to them
-Personalized Class tune
-Balanced and tested to fit in with the other classes

Troubleshooting
Multi-Mod Conflicts:
Terrain number(s) used: 377, 378
Sound sample(s) used: 197
Also uses some assets already included in the game, and modifications to the base game may affect the balancing and functionality of this class.

Mod Rank
Mod rank is the system I use for my mods to determine compatibility.
Bronze - Adds a small amount of content such as a single unit or a new terrain, compatible with all mods up to Gold rank
Silver - Adds a new class to the game, compatible with all Silver and Bronze mods.
Gold - Adds large balance changes to the game and/or changes to rituals in the base game. Chiefly intended for rebalancing mods, these mods are only intended to be compatible with Bronze mods.
Blood - Revamps the entire game, changes all classes, most if not all monsters and rituals, these mods are intended to be exclusive and incompatible with any mod.

INSTALLATION
-Installation for CoE5 mods will be handled via the workshop.

ADDED TERRAIN INDEX
Timekeeper's Clocktower #377
Old Metal Sundial #378

NEW UNITS INDEX
1. Nomad Mercenary
2. Skirmisher Crossbowman
3. Stray Calico
4. White Cat
5. Bobcat
6. Lynx
7. Mountain Lion
8. Snow Leopard
9. Northern Tiger
10. Nomad Mercenary Mirage
11. Skirmisher Crossbowman Mirage
12. Tempo Mage
13. Chronal Priest
14. Timekeeper
15. Dark Zealot
16. Light Zealot
17. Lightseeker (CoE5 Exclusive)
18. Primordial Leech
19. Formless Angel
20. Dark Zealot Mirage
21. Light Zealot Mirage
22. Millennium Gate
23. Millennium Mage
24. Chronal Beast
25. Time Lost Dark One
26. Time Lost Light One
27. Apocalypse Angel
28. Triptych
29. Cryptic Nomad
30. Seekers of Destiny
31. Soul Panther
32. Nomad Longbowman
33. Diviner
34. Celestial Diviner
35. Nomad Longbowman Mirage
36. Ancient Megalocrab (CoE5 Exclusive)
37. Ancient Crabling (CoE5 Exclusive)

NEW MAGIC ITEMS INDEX (CoE5 Exclusive)
1. Lost Destiny Blade
2. Bracer Blade
3. Cracked Stopwatch

1.5 CHANGELOG
-Diviners now have their own set of rituals, upgrading to a Celestial Diviner allows them to learn more rituals
-Timekeepers can now use the 'void anchor' ritual which allows them to connect gateways in the void to Old Metal Sundials in Elysium
-Timekeepers have less void resistance, but will recover sanity each turn to compensate, which will allow them to regain complete sanity once leaving the void
-Minor balance tweaks
-AI flags implemented for ritual casting (AI players will play the class more effectively)
-Apocalypse Angel's have level 3 Divine magic instead of prayer magic

STRATEGY/TIPS
Catmancy is the most reliable ritual for adding mass to your armies.
Use past-time distortion portal for units which have lots of hitpoints defensively, and use future-time distortion portal for fragile but powerful ranged units.

The majority of units from the distortion portals are immune to decay, making them ideal for supporting the Triptych.
When attempting to go into the void, save some relics for catmancy so you can rebuild an army after voidwalking, then when you have cats use some distortion portals to get more powerful and useful units.

Start trading for gems or relics on day 1, you start with a market village for this reason.

If you're struggling to get the gems for summoning, making a millennium gate will provide chronal beasts which are some of your strongest units for gold and iron.

Mirage soldiers are highly vulnerable against ranged attacks but they are excellent at dealing with animals and holding property near an ancient forest.

Millennium Mages are extremely powerful and you should be saving up gold and gems to be able to afford them when they come up.

Celestial diviners and cats can make great scouting armies.

"Gaze Into the Abyss" will increase a diviner's insanity, use it wisely.

Be mindful of where you cast your LV3 mastery ritual as it takes 3 full months to complete.
24 Comments
Keansor 27 Feb @ 1:42pm 
Not expecting a response or update given how old this mod is, but I just felt like noting for anyone coming later like me that the ultimate summon that requires you going into the Color Out of Space doesn't actually do any spell-casting. It isn't very cost-effective as a result.
MachineZenic  [author] 31 May, 2023 @ 9:32am 
Apocalypse angels are rare summons from the future time distortion ritual, and the cryptic nomad is a particularly rare offering while you own a millennium gate. One thing to note is that the cryptic nomad and lightseeker are mutually exclusive, you need one or the other to start waiting for the seekers of destiny upgrade, these 3 units are part of a unique set of 3 essentially that you can only have 1 of the three at any time. I don't think temples or libraries actually affect the chances of the unique trio showing up in any way but I'd have to double check to be sure.
morkelebdwyer 31 May, 2023 @ 6:38am 
I have to ask, the apocalypse angel and the cryptic nomad, HOW do you gain access to either of these units. I played a game where I had 15 temples 20 magic libraries, 30 towns, and summoned every unit I could summon, NEITHER of those 2 units ever became available to me despite in other games when npc's played THEY'D have them. HOW do you get them?
MachineZenic  [author] 18 Jan, 2023 @ 2:47pm 
It should, I don't add more into the mod anymore as it's considered finished but I haven't heard of anyone having issues, should be fine, if you do find any issues just post them here I will address them asap.
Walker 18 Jan, 2023 @ 11:46am 
this seems like a good mod but does it still work, 2021??
MachineZenic  [author] 13 Oct, 2021 @ 9:23pm 
I considered it, but decided against it for balance because it would make them too powerful. The main use of mirage soldiers is to deter attacks and deal with animal patrols. This is why they look like your normal troops when not in battle. Illusionist illusions are stronger as combat units, but mirrors are an obvious tell as to how strong of an army the illusionist has, where as mirage units can make your army look much more scary than it really is.

TL;DR the non-combat benefits of mirage soldiers are the trade off for not being ethereal.
m11kire 13 Oct, 2021 @ 8:33pm 
a comment on the mirage units; if they're illusionary shouldn't they be ethereal like other illusionary units are?
MachineZenic  [author] 12 Oct, 2021 @ 11:24am 
Thanks marauderB, glad you're enjoying it! Scouting is a bit rough but I wanted the player to have to depend on calico cats. If I gave them semi stupid the scout would be the best in the game, completely imbalanced unless I quintupled the cost. I'm happy with where they are now because northern tigers, chimaeras and celestial diviners all provide scouting detection. Which makes scouts very easy to get in the mid-late game but forces you to rely on calicos for the early game. I don't have any plans to change the recruitment chances for commanders either, I feel they already have plenty of opportunity especially if you can grab a library.

I'm wary of making any one mechanic too good compared to another class that can do something similar, because the Chronal Priest does so much stuff as a hybrid class I wanted everything to be not as effective as more specialized class.

Thanks for the comment!
marauderB 11 Oct, 2021 @ 12:10pm 
Hi enjoying the mod.

Two comments: Would be nice if there was more access to scouting. Maybe the calico cats could be semi-stupid, so that they could be added to armies as scouts?

Also, would be nice if commanders/mages were recruit-able more often. I lost two armies to ambushes and it took a while before could start rebuilding.

Again, good mod: thanks!
MachineZenic  [author] 7 Oct, 2021 @ 10:15pm 
Just a heads up, ver 1.5 will likely screw with your saves if you have any game in progress. You'll find rituals might be missing or switched around, this was unavoidable, sorry for the inconvenience!:cthulhu: