Conquest of Elysium 5

Conquest of Elysium 5

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Pretenders
   
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363.935 KB
20 Apr @ 3:57pm
27 Jul @ 10:45am
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Pretenders

Description
Pretenders


A mod to add some Dominions style pretenders to CoE. In addition to their normal class everybody gets to pick an immortal god which provides some side benefit, hitting the major Dominions archetypes. Awake expanders, rainbow mages, scales immobiles, a trinity pretender, even a dedicated monodrop system just for the real Dominions heads in the audience.


Features



  • 24 new pretenders
  • Teleportation focused ritual path for immobile pretenders.
  • Balanced for wilder
  • AI better resists suicide as a side effect
  • Should play nice with other mods
  • Added mod nations should still get pretenders (confirmed by Junkerz)
  • Should work as a baseline mod for added pretender mods (shout out to Emperor Herb)
  • Bystander Compatability



Credit to Vorochi for the re-shaded Divine Egg sprite.
29 Comments
Phil Scott 21 Jun @ 3:09pm 
This is an amazing mod, genuinely. Completely transforms the game experience. Currently playing Ashen Emperor w/the Bog Wight pretender and it's a grand old time.
Doppelganger 20 Jun @ 7:37am 
@knayt no, I will try that. I will report back if I still experience problems. thanks
Ⓚⓝⓐⓨⓣ  [author] 20 Jun @ 6:27am 
That's very weird, because I specifically did a big test on that last patch and they all worked. Have you done an unsubscribe-resubscribe to make sure you have the latest version?
Doppelganger 19 Jun @ 12:29pm 
@knayt i still experience that the teleport rituals fail in blood fountain
Ⓚⓝⓐⓨⓣ  [author] 28 May @ 10:08pm 
Blood fountain teleportation rituals are fixed. Turns out to be an interesting thing with how conditional mastery works if you have multiple ritual paths on a unit.
RoyalCommander 27 May @ 1:30pm 
Okay, sadge.
The Changes to the Blood Fountain seem to have crippled it though - not able to Cast any Masterys now and thus im not able to gain any Spells with it, thats not intended is it?
Ⓚⓝⓐⓨⓣ  [author] 27 May @ 1:10pm 
This suggests Kobold Lairs aren't considered a citadel according to Illwinter terrain groups, which is either a design decision or a bug in vanilla.
RoyalCommander 27 May @ 7:45am 
Blood Fountain cant TP to Kobold Lairs or any kind, not even the starting one
Ⓚⓝⓐⓨⓣ  [author] 26 May @ 4:01pm 
I'm hoping I fixed that in a different way - I'm guessing that bug came from some Linux specific differences (not least because I've been unable to reproduce it), but if it survives this latest patch I do have another idea for a workaround.
AlmadinSicht 26 May @ 5:13am 
i think this is caused by the space in line 1452
newmonster "Carrion Manikin " #Part of the Skeletal Garden <-- causes haunted ravens to sometimes spawn (tested it by setting spawn1d6mon to 100 and spamming end turn

newmonster "Carrion Manikin" #Part of the Skeletal Garden (without space) appears to have fixed it