Conquest of Elysium 5

Conquest of Elysium 5

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Goblin Lord - Class
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7 Jan @ 7:40pm
25 Jun @ 3:42pm
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Goblin Lord - Class

Description
Goblin Lord Class (V2.0)

This is version 2.0 of my Goblin Lord mod.

This mod requires my Goblin Resources mod to function;

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3403013554"

Class Description;

Nobody truly knows where goblinkind originated from, some scholars believed they came from wolves, others say they were born out of a murky pit in the ground. Regardless of their true origins, the Goblin Lord arrived in Elysium one day under the watch of a full moon, guiding his armies through a mysterious portal.

A cunning and powerful goblin, the Goblin Lord wishes to take the whole of Elysium for his own. The Goblin Lord is a formidable fighter on his own, able to easily best human soldiers in combat, while showing great tactical prowess and endeavoring to arm his troops with the best weapons and armor available.


- Starts in a subjugated city.
- The Goblin Lord is a strong and mighty warrior, and has acess to Goblin Elementalists, Demonologists, and Artificers.
- Starts with a small portal that goblins will appear from.
- Goblin Earls can build and upgrade goblin portals.
- Goblin Portal Keepers can call goblins from their homeworld to assist in conquering Elysium by using portals.
- Goblin Elementalists can use gems to perform rituals.
- Goblin Demonologists can use goblins as sacrifices to perform rituals.
- Artificers and Magi can use gold and iron to perform rituals.

This class starts with;

1 Goblin Lord (Commander)
1 Goblin Elementalist (Commander)

1 Lesser Goblin Portal
10 Goblins
5 Goblin Swordsmen
5 Goblin Spearmen
5 Goblin Archers
5 Wolf Kin
10 Goblin Defenders

Bugs

> I have been told that the game still crashes on recruiting apprentice Pyromancers, Hydromancers, Aeromancers, and Geomancers. Since rewriting the mod, I have not encountered this glitch personally during testing.
Please save any games before recruiting them, should the game crash.

If you have any questions, problems, or errors with this mod, don't hesitate to ask and let me know.
43 Comments
minitsaru 10 Jul @ 9:55am 
Goblin necromancers, to make use of the hands that the sacrifice city upgrade makes would be super neat. Using weed to make goblin berserkers, and ancestor spirit caller units sort of like the barbarians would be cool as another way into the underworld too. Having a nature side for animal tamers and riders would be pretty fun. They all sound like a lot of work to make and implement though hahaha. I just love using all the resources for varied units. And the ones you have are themed so well too! Feels like playing several fleshed out teams at once.
Emperor Herb  [author] 7 Jul @ 5:46pm 
@minitsaru

Good to hear, I thank you for the feedback and responses you have given, just let me know if you have any ideas or suggestions.
minitsaru 7 Jul @ 5:40pm 
Just wanted to say, finished my campaign and had a blast the whole time! Failed to beat heaven but I managed to take the nexus and hell. Didn't run into any other bugs that I noticed, just had a great time. Thank you!
Emperor Herb  [author] 27 Jun @ 9:14pm 
@minitsaru

Fixed the ritual info, thank you
minitsaru 27 Jun @ 4:25pm 
Glad I could help! It's been easy when the mod's such a joy

Ran into a super minor not really bug but the text description for the geomancer's ring spell is different from the ring itself. If I had to guess it's the description for the aeromancer's as it says it gives flight and shock resistance. Can't be sure as I don't have a t3 aeromancer yet.
Emperor Herb  [author] 27 Jun @ 10:11am 
@minitsaru

Thank you for letting me know, you have been helpful with your feedback.
minitsaru 27 Jun @ 9:08am 
No new bugs or anything, just wanted to say I've hired a ton of elemental specialist and have not run into a single crash. Nice!
minitsaru 25 Jun @ 4:15pm 
Ah! My Chromaticist died earlier that's why! Thank you! Also glad to hear about the patch!
Emperor Herb  [author] 25 Jun @ 3:55pm 
@minitsaru I have fixed the bug with the infernal scout training, as well as another bug with a ritual creating the wrong summon.

I am fairly certain that the issue with encountering apprentices is either bad luck, or you do not have a chromaticist or arch chromaticist. As the offers are reliant on having either of those.
minitsaru 25 Jun @ 3:00pm 
Ran into what might be another minor bug. The goblin bloodsworn captain's infernal scout ability creates the earth version of both the wolf and standard scout instead of the infernal.

Also not sure if it's bad luck or maybe their appearance rate is accidentally low. With 2 library and one temple point I've only seen two geomancers in a bit over 4 years. None of the other elemental mancers. I have seen a really solid spread of the other specialists. with maybe too many enchanters. One of them show up almost every month.

Also despite the above this run has been a blast so far, thank you for the update!