Conquest of Elysium 5

Conquest of Elysium 5

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Domino's Dwarf Mod
   
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8 Dec, 2022 @ 9:09am
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Domino's Dwarf Mod

Description
Domino's Dwarf Mod

Introduction
Let me start with my appreciation to previous modders I have built upon, including the Forge mod and Weapon balance mods from COE4, and every dwarf mod in the workshop for COE4 & 5 which I have in the very least looked at for ideas, and sometimes grabbed what I like.

This mod adds additional Units, Commanders and Rituals to the Dwarf Queen class. While I made this mod for my own use, I have been thinking of sharing it for some time. This initial version should be considered a “Beta” test, as my intent is to get it out for testing in a less refined state; and iterate towards perfection rather than never publish it.


Changes

• Agartha: Additional resources spawned in Agartha including gem deposits and lost libraries. There will also be a great deal more Earth Elementals roaming around down there. Gem and Iron deposits in Agartha flagged as lesser mines to avoid Dwarf income penalty.


• Dwarf Queen starting units include Sappers & Dwarf Councilor
• Dwarf commanders can now tunnel
• Outdoor Dwarfs gain snowstealth
• Numerous Dwarvern commanders & enchanted units now “Blessed”.
• Three tiers of Dwarvern Councilor available, with new rituals. Councilors are upgraded by Dvalas, each level grows stronger in Dwarf magic and learns new
• Chosen of Davlins gain combat spells
• Councilor Magic
Level 1
o Found Colony (default)
o Build Ballista

Level 2
o Reopen Mine (Turns abandoned mine into Iron Mine)
o Build Dwarvern Ship (builds a ship on an adjacent water square)

Level 3
o Return to Queen (Returns army to capital citadel)


• Runesmiths now created with Rubies instead of Diamonds. Additional tier 3 of Runesmiths specialized in Earth, Fire or Frost and gains corresponding combat magic at rank 2. Runesmiths can create magic items, and at the new third tiers can improve runes on enchanted dwarves (Blessing mechanic used). Frost Runesmiths have snow stealth, spread cold and can enchant mountains into freezing mountains that spread cold. Fire Runesmiths are given "Fast" trait allowing them to enchant as they move with Armies. Earth Runesmiths can summon Earth Elementals, passwall and scry around themselves in Agartha.

• Runesmith magic
Level 1 - Creating an item will level up the Runesmith to Elder Runesmith. Runesmiths that have already leveled up will create items at reduced prices.
o Enchant Armor of fire
o Enchant Armor of Rime
o Enchant Armor of Stone
o Create "Rime Armor"
o Create "Sun Helm"
o Create "boots of mountain"
o Create "Gauntlets of Protection"

Level 2
o Enchant weapon fire
o Enchant Weapon rime
o Enchant weapon stone
o Enchant Ballista fire
o Enchant Ballista rime
o Enchant Ballista stone
o Mastery of fire
o Mastery of Stone
o Mastery of Rime

Level 3 - Fire
o Study runes (Only usable once per Runesmith)
o Create Amulet of Hate
o Enchant Masterworks of Fire


Level 3 Stone
o Study runes (Only usable once per Runesmith)
o Create Ring of protection
o Stone sense (Scrys around Runesmith in Agartha )
o Summon Earth Elemental
o Enchant Masterworks of Earth


Level 3 Rime
o Study Runes (Only usable once per Runesmith)
o Create Ring of Water Breathing
o Freezing Mountain Enchantment
o Enchant Masterworks of Rime


• Three new mages available for Dwarfs. Geomancer, Pyromancer and Frost Mage, recruitment is through gold and unlocked by owning a library and a corresponding high level Run Smith

• Third Tier of Dwarf enchantments, gaining new abilities:
o Fire - Fast, berserk, Sleep immunity
o Earth - Charm and Weapon resistances
o Rime - Water breathing and affliction resistance
• Sappers now have a once per battle ranged sapper bomb attack. Sappers can be enchanted with Rime and Fire.
• Dwarf units now drop Iron when killed.


• Dvala Magic
Level 2
o Can scry directly below themselves in Agartha
o Can upgrade councilors

Level 3
o Choose consort (Tier 3 councilors)

• Boots of the mountain give snow movement. To do: create a better balanced item for non-dwarves to get snow and mountain movement.

• Weapon changes for enchanted weapons.

To do/Known Issues
• Better documentation of changes
• Sprites for Tier 3 unit enchantments needed
• In game descriptions of Rituals
• Cleanup and commenting of Mod files
• Sappers should get enchanted with Weapon enchantments before Arbalests
• Balance pass: Blessing improvement costs. Item creation costs and effects.
• AI hints - AI may spam create item spells and not transfer items to better commanders
• Look into making “Custom Events” faster between turns
• Starting units may not take effect on subsequent new games. Close and Reopen COE5 before creating a new game to ensure the starting unit changes take effect.
• Maybe give Pale ones something to survive earth elementals in Agartha. (Grumbles in dwarf)

14 Comments
catfoodbob 19 Jun, 2023 @ 10:39am 
also a t3 consular with linked dvala being able to convert mine on to a dwarven mine
catfoodbob 19 Jun, 2023 @ 10:37am 
Psudo healthy start, starting the dwarves off with a abandoned mine?
catfoodbob 16 Jun, 2023 @ 7:04pm 
Dwarf Warriors having throwing axes for additional one time use firepower.
Domino  [author] 15 Jun, 2023 @ 8:31am 
As a start position or if you get a mine there instead of a dvala it's a Hell dvala with horns a greater appreciation of fire and the color red
catfoodbob 15 Jun, 2023 @ 8:12am 
Alternate Plane versions of dwarves? where if you get a mine in hell and hades
Domino  [author] 15 Jun, 2023 @ 8:05am 
I'm starting on the next version of this. I did find a way to restrict the standard wizards, so I may introduce Gold/Silver/Iron Arcanas either as wizards from libraries or as "priests of Dvala" when you get temples.

I am interested in any ideas, feedback etc you might have, so please post them here.
Jezevec 30 Dec, 2022 @ 4:37am 
i love this mod thank you
Domino  [author] 20 Dec, 2022 @ 7:56am 
While balance isn't the main concern of this mod; I am conscious that having given Dwarf Queen greater access to mage levels via gems and recruitment chances, adding more Dwarf wizard recruitment chances might be an over reach.

Perhaps if I disabled the regular wizard recruitment and replaced it with a less diverse but higher probability set of dwarf wizards including: Gold, Silver and Iron Arcanas.
catfoodbob 19 Dec, 2022 @ 1:22pm 
Also always had thought of dwarves would be great at the metal orders magics, and having random offers more common for the dwarf variety. where they either start as initiates or can sometimes get t2 ones offered.
Domino  [author] 19 Dec, 2022 @ 6:38am 
As a Dwarf-centric player I will begrudgingly add helping the pale one survive to my to do list.