Conquest of Elysium 5

Conquest of Elysium 5

Not enough ratings
Immortal Sage
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
188.112 KB
10 Jun @ 4:41pm
8 Jul @ 2:36pm
3 Change Notes ( view )

Subscribe to download
Immortal Sage

Description
Immortal Sage


Play as the immortal leader of a wuxia sect with just a touch of older myth. Inspired by Water Margin; the filmography of Zhang Yimou; Five Deadly Venoms; Crouching Tiger, Hidden Dragon; the T'ien Ch'i sprites from Dominions it blatantly borrows; and just a faint seasoning of Romance of the Three Kingdoms, and Journey To The West. By the creator of Pretenders.
Features
  • Recruit elite immortal units and bitterly defend their vulnerable temples.
  • Start as a sage of a secluded temple, then contact the elusive forest sect.
  • Conquer a citadel to gain access to the standard troops of Elysium to support your immortal elites.
  • Summon animals and nature spirits in old forests to supplement your immortal army and Elysian auxilliaries.
  • Go into towns and cities to contact the celestial bureaucracy.
Notes
  • The system of one use prebattle (or early in battle traps) is a bit tricky to do within the mod framework, and so it introduces a little bit of jank. It does, however, work.
  • Thanks to Vorochi for playtesting.
16 Comments
Ⓚⓝⓐⓨⓣ  [author] 8 Jul @ 2:37pm 
Actually just pushed a patch.
The Swarmlord 7 Jul @ 4:02pm 
Any more updates planned?
Ⓚⓝⓐⓨⓣ  [author] 24 Jun @ 12:33pm 
I'd considered that, but the dropoff in efficacy of deliberately self-sacrificing attrition tactics (unless you build local forces) is a dynamic I want to keep.
fabian 24 Jun @ 12:25am 
Could you add a ritual to move the immortal respawn point?
forrestomintero 21 Jun @ 2:57am 
was wondering about that lol
Ⓚⓝⓐⓨⓣ  [author] 21 Jun @ 2:39am 
Just realized that auto-correct changed "intercompatibility" to "incompatibility" on that previous message, which completely changes the meaning.
forrestomintero 20 Jun @ 12:12pm 
I figured, just wanted to put it out there for people who're interested :)
Ⓚⓝⓐⓨⓣ  [author] 20 Jun @ 6:25am 
That wasn't an intended mod incompatibility at all, but it's cool it worked out that way. I just gave them captain access at standard recruitment locations to fit their general breaking-into-standard-rec dynamic.
forrestomintero 18 Jun @ 8:54pm 
psa: this mod is compatible with populum because if you take a human recruitment location (outpost, city, etc) you can recruit captains, which can turn into knights then barons, at which point you can use their rando summoner ritual to get into the rest of the human units.
Ⓚⓝⓐⓨⓣ  [author] 16 Jun @ 2:24am 
They're expensive enough (and the thing you least want from the spell) that it would probably be fine balance-wise, as would going huge for all of the lvl 3 celestial bureaucrats. I'll consider it for sure. The carp does start with every single Fortune spell, hence the 3/4 spells.