Conquest of Elysium 5

Conquest of Elysium 5

PAoD - Pascal's Armies of Darkness [Necromancer]
114 Comments
DrMonotone 25 Jun @ 10:37am 
It definitely could be, the only other mod I use is 'The Conquest of Elysium 5 Total Overhaul'.
Nathan Pascal  [author] 25 Jun @ 12:35am 
That... sounds so very strange, I have not yet seen that ever in the game, I believe.
Are you using other mods, perhaps? Such behaviour sounds a little like a mod conflict, but maybe one of the recent bigger game updates broke something? Mm, I will have to look at that, maybe.
DrMonotone 24 Jun @ 5:45pm 
Not sure if this bug has been encountered before, but if you have two of the immortal bloodmancers in the same army, and both die, one gets deleted permanently and the other is changed into a 'Reborn Bloodmancer' with the same stats but its no longer a commander.
Lordlynel 9 Apr @ 12:41pm 
No, the year seems about the right amount of time
Nathan Pascal  [author] 26 Jan @ 1:21pm 
After some time he will be finished with his little sanity check and earn a ritual to go back. Or to teach Necromancy to goats. Actually, quite a lot of time, about a year, if I ever do a clean-up for this mod, this should probably be reduced.
Bittersweet Lux 30 Dec, 2024 @ 9:59am 
Unfortunately removing clearrec from all mods that tinkered with good ol' class 2 didn't work, but it was worth the try. :cry:
Bittersweet Lux 30 Dec, 2024 @ 9:29am 
Thanks for the response, i'll be sure to have a look ! :chivsalute:
Nathan Pascal  [author] 30 Dec, 2024 @ 3:43am 
That depends on the problems you encounter, most likely you will have to remove the line "clearrec" from the other mod to not delete the recruitment list entries from this one, but beyond that I am not familiar with any of the overhauls out there. Conflicting terrain numbers might also cause problems, those are relatively limited, so there is no real way for modders to avoid overlap sometimes, especially when many new terrains are added.
Bittersweet Lux 29 Dec, 2024 @ 6:25pm 
How would someone go about making this compativle with Comissar's overhaul ?
I tried tinkering a bit with the csm files myself, but to no avail :c
Nathan Pascal  [author] 1 Sep, 2022 @ 7:01pm 
Glad I could help.
The new class is already done and published here in the workshop by now, still need to change a bit about the balance, after some more playing it seems a bit too powerful. Which was to be expected.
TeknoMerk 1 Sep, 2022 @ 6:36pm 
"new Fey and Tree Spirit class"
Oh, that sounds fun. Do let us know when that is ready.
TeknoMerk 1 Sep, 2022 @ 6:36pm 
Thank you, Nathan. That helps a lot. I really like exploring this mod, but just needed a little help understanding it.
Nathan Pascal  [author] 31 Aug, 2022 @ 5:12pm 
2/2

I still have plans for a proper endgame with the Monastery, I swear, but somehow I got site-tracked with my new Fey and Tree Spirit class.

I hope I could be helpful somehow.
Nathan Pascal  [author] 31 Aug, 2022 @ 5:12pm 
1/2

You have a Goat? I silently assumed nobody would ever actually try to teach Necromancy to Goats, glad I was wrong. Once the Goat has gone to the library there is not much else, a faster way to deal with insanity, and some other minor abilities. No complex tree or anything.

Bloodmancy is a bit more complex, although I usually stay close to the design of CoE in my explanations; less is more, it is a game of exploration and discovery after all. Maybe I go too far sometimes. It goes something like this:

Bloodmancer -> build Blood Fountain -> Upgrade to Grand Bloodmancer -> Upgrade to Reborn Bloodmancer -> build Red Monastery

and after having five Vampire Overseers you can upgrade one of them into a Blood Prince with a ritual from the Grand Bloodmancer

by that point you should have masses of Blood Vessels and can summon the grand beasts from the crimson depths for very cheap with the Monastery rebate.
TeknoMerk 31 Aug, 2022 @ 10:33am 
Hi Nathan,

I'm really liking this mod, but there are several confusing things. The Bloodmancy and Goat paths/progression don't seem to have enough details to know what to do or when a progression path has reached its end.

I have my first Bloodmancer and Vampire Overseer, but I'm not sure what I'm building toward. Is there a documented progression tree that may be uploaded to the game steam discussion? Same with Goats. I think this mod would be played more if we knew more of what we were building towards. Thanks
Nathan Pascal  [author] 12 Apr, 2022 @ 5:03am 
"Tie the Noose" as a ritual can turn expendable units into the Hanged Ones and create Hands, yeah, it is meant as a way to transfer resources from one Tech tree to another (Bloodmancy to Necromancy), compared to the Blood Soil ritual, which goes the opposite direction. Probably it is all a bit convoluted by now, and "-10" Hand cost as a tool-tip is a bit strange. I should add to the ritual description there, I think. Thanks for the feedback here.

The tech tree currently ends, once you have built the Monastery of the Red Cup and the Blood Emporium, although I have plans (inspired by a discussion somewhere here in the older comments) to expand with a new ritual school for the Reverend Mother. Alas, time and other projects have yet stopped me from actually doing so, sadly.
Snoozer000 11 Apr, 2022 @ 10:39pm 
ah I see. I thought only the gravediggers had the hand mechanism. I didnt realize the tree also created hands. I completely misunderstood the mechanic then. I thought it was to make the tree tank. Is there a tech tree image? I think i did everything in terms of upgrading the faction. the blood tech tree is very deep I didnt know if I finished it.
Nathan Pascal  [author] 11 Apr, 2022 @ 6:58am 
[2/2]
You could only use the ritual, should a forest fire destroy the Ancient Forest before the growth completes, so you can get some of your investment back.

I hope that could clear it up, again, I appreciate the feedback nonetheless.
Nathan Pascal  [author] 11 Apr, 2022 @ 6:58am 
Hey, thanks for taking the time and leaving some feedback, although everything you describe works as intended, I believe.

The Hanged Ones are already the result of being hanged, either via the rituals or the passive spawn over time, so there would be no reason to hang them again, as this would allow an endless loop of generating free Hands from them. Pale Slingers are your primary source of bodies for the ritual, although without the Bloodmancy upgrades this usually is not worth the price.

The description of the "Battle for the Forest Court" says to "trust and wait", you are not meant to use it under normal circumstances, it is there for technical reasons. The Skull Tree needs to be a ritual caster, so after it grows into something else after some years, the ritual list correctly updates with new options. I understand it might be misleading as it is, but these limitations are out of our hands as modders, I am afraid..
Snoozer000 11 Apr, 2022 @ 5:27am 
You also give skull tree a spell that only works in shadow wood but it isnt possible to plant it in shadow wood.
Snoozer000 11 Apr, 2022 @ 4:19am 
Hello, im trying this mod out. It appears hanged ones spawned in the gallows tree to have the "expendable" trait. This makes it so you cant use them in its special powers
Nathan Pascal  [author] 31 Jan, 2022 @ 7:29am 
From what I see in the picture, you are probably using other mods as well?
I then assume, the other mod clears the recruitment list and we have a mod conflict.
You could open the other mod file in your workshop folder and search-delete the line 'clearrec', if that is the cause of the problem.

Soulless as expendable units are somewhat of a strange case for Bloodmancy, I am already pushing it with the Homunculus from the Blood Soil ritual, I think. Especially with the Gallow Soulless (Hanged Ones), who can be created by using expendable units with the Hanging Tree the interactions might be a bit strange.

Death Slaves (Deathbounds) are a mercenary recruitment (16% each month) right now, but I actually like the idea to upgrade the Blood Vessels into them, instead of having them all turn into Pale Slingers. I might add that, if I ever come around to add more to the mod. Which I want to do, eventually.
cold 31 Jan, 2022 @ 6:07am 
Oh, you could make the death slaves recruitable and have those be expendable as well that would be fairly "lore friendly".
cold 31 Jan, 2022 @ 6:06am 
https://imgur.com/a/5Sj2O8t

Yeah if you mean recruitable as in at citadels and such it's not there.
cold 31 Jan, 2022 @ 6:01am 
I'll check, but I didn't see pale slingers recruitable, maybe you could add soulless to the expendable list?
Nathan Pascal  [author] 30 Jan, 2022 @ 7:47pm 
You probably mean the Bloodmancy rituals?

'Expendable' is a unit trait, with the icon of a green kobold on the unit card, that in my mod is applied to the Pale Slingers (from your recruitable units) and the Blood Vessels (mostly created by Vampire Overseers with the Blood Vault ritual).

I should mention, for shorter games the investment to get Bloodmancy going is not worth it, only later with several of the unlocked 'upgrades' it becomes price efficient in my experience playing it.
cold 30 Jan, 2022 @ 7:03am 
What sort of "expendable bodies" do the rituals require? Alive, dead?
Devil's Advocate 27 Oct, 2021 @ 4:23pm 
All that said- if you do decide to leave all this just as it is, it would still remain an amazing mod. I can only hope that you will do similar(ish) stuff for the other classes (I think I read something about enchanter being "next") much less add more to this one.
Nathan Pascal  [author] 27 Oct, 2021 @ 4:14pm 
2/2

Your ideas sound reasonable to me. Well, mass murdering thousands of innocents to attract the attention of alien gods may be considered 'insane' in another context, but here it is quite fine. Horrormark, (dark) blessing, blood-calypse... You are giving me a lot to think about. Sadly, my time for modding is a bit more limited now than months prior, but... yeah, eventually I can see those things be implemented.
Nathan Pascal  [author] 27 Oct, 2021 @ 4:14pm 
1/2

"I think a big part is that you had a lot of really good text and story for everything related with the blood path (and for everything else) that when I got to the 'End' I was still looking for more."

I am really happy to hear this, since I consider myself to be a storyteller first and foremost, even if English is not my language and the format is a bit unusual. So, thanks.

Regarding the vampires, yeah, there were (are?) plans for Vampire Bloodknights and something along those lines, but due to time management these never made it into the current version. Definetely something to pursue further.
Devil's Advocate 27 Oct, 2021 @ 4:04pm 
How insane do these ideas sound to you? I really am not sure if these sound any good outside my own head.
Devil's Advocate 27 Oct, 2021 @ 4:02pm 
That said- Vampires should interact more with the bloodmagic, and the bloodmagic should interact with the vampires. Even if its just by having Vampires be upgraded by a Bloodmancer into "Vampires+Bloodmagic" or vampires giving a bloodmancer the Bloodkiss turning them into "Bloodmancers+Vampires" it feels like there should be some cross-play there.
Devil's Advocate 27 Oct, 2021 @ 3:56pm 
Honestly, just adding some level of Horrormark on the Reverend Mother would fit really, really well and if in return you could have the Reverend Mother gutting hundreds of sacrifices to empower a Dark Blessing until the King in Yellow inevitably wanders over... Well, it would certainly fell thematic
Devil's Advocate 27 Oct, 2021 @ 3:52pm 
Honestly, I am not sure. I think a big part is that you had a lot of really good text and story for everything related with the blood path (and for everything else) that when I got to the 'End' I was still looking for more.

I would recommend making the Abbess/Reverend Mother a commander with a few rituals- Possibly just the Crimson Calling stuff, possibly a way to summon a "Bloodpocalypse" or Hoppfully you can use the Dark Blessing mechanic and make the Sisters(And maybe vampires) 'Sacred' so that you can have hordes of sacrifices on an endless pilgrimage to the Monastery so they all can be poured into and bottomless well of power... (And maybe add "Horrormarked" to the monastery/Reverend Mother just to make it fit even better)
Nathan Pascal  [author] 27 Oct, 2021 @ 3:35pm 
Do you have any suggestions what 'more' you would like to see from the Monastery? I don't have many plans for further additions to the Necromancer right now (well, maybe some), but I might add something here and there if inspiration strikes.

Crimson Horror with their regeneration surely are more reliable than the Leviathan. In my Enchanter work-in-progress I am using 'heals only at [terrain]' a lot. I might add this to the Leviathan and other no-heal blood units, that they can all heal regularly at Blood Fountains. Yeah, that might be nice.

Thanks for the feedback, it gives me quite some good ideas.
Devil's Advocate 27 Oct, 2021 @ 2:57pm 
Honestly, I think I am just biased against the giant-blood-tentacles things with their inability to heal, despite how good they are until they inevitably kneel over
Devil's Advocate 27 Oct, 2021 @ 2:55pm 
I was just being stupid apparently, especially as it makes so much sense in hindsight. As for the Red Monastery- It just seemed like there where hints to "More"" and I had kindof given up trying to figure it all out so I thought I would just ask.
Devil's Advocate 27 Oct, 2021 @ 2:49pm 
Well, regarding my first question, I hadn't realized they turned into pale slingers. I was always recuiting them/hauling them over so I just had not realized that they where spawning as well.
Nathan Pascal  [author] 27 Oct, 2021 @ 12:56pm 
2/2

Red Monastery gives 50% cost reduction to all Bloodmancy summonings (Crimson Calling) performed there, compared to the 20% a Blood Fountain offers. The Reverend Mother is mostly only a strong mage defender of the place, but her existence opens up recruitment of 10 Sisters of the Red Cup for 50 gold every now and then, which is a fantastic deal for their stats. She will produce more Sisters for free at the Monastery with a 20% chance each round.
Nathan Pascal  [author] 27 Oct, 2021 @ 12:56pm 
1/2

The first question I don't quite understand, to be honest.
Blood Vessels turn into Pale Slingers after one year, then you can carry them around to whereever you like and sacrifice them. It is part of the slow burn economy I like so much, but after the first year there should be a steady stream of Pale Slingers available from each Blood Vault. I probably miss, what your question is about, sorry.

The Skull Tree Monarch has the same spawn rate as the Skull Tree, 25% chance each turn, but his spawn output it doubled from 1d6 to 2d6. There are no further rituals, but you can take the spawned Skullforest Guard into your armies (they are semi-stupid instead of stupid, like the Skull Stalkers are.) Maybe you just have awful RNG right now, if you don't get any spawns? It worked fine when I last tested it.
Devil's Advocate 27 Oct, 2021 @ 12:33pm 
Are sacrifices supposed to be so... compartmentalized? I don't think that there is a way to get blood vault-ies all into one place for sacrificing, even with the bloodprince. Also- is the skull tree supposed to do anything after I make him a monarch or not? It has a ritual tag, seemingly stops spawning units and has no actual ritual tab. Finally- What is the Red Monastery and/or the Abbess supposed to do exactly? I think I am missing something with them as they don't seem to be doing much.
Nathan Pascal  [author] 20 Oct, 2021 @ 10:57am 
I got my first negative rating? Huh, now my heart is broken.
What did my poor mod to do deserve it, I wonder.
I will never know.
Nathan Pascal  [author] 27 Sep, 2021 @ 5:42pm 
Update is out. Sorry for the savegames.
The changes were mentioned before, but there are, as always, a few additional tweaks here and there. Price adjustments, and the fear attack animation of the Pale Hunter now is much, much smoother, for example.
I hope, everything is in fine order now.
I need a break from modding.

That should not discourage anyone from reporting issues or leaving feedback, of course, I am still very grateful for both.
Nathan Pascal  [author] 26 Sep, 2021 @ 4:41pm 
The update will be uploaded a short time away, because of the savegame break. Be prepared. Or not, nothing I can do, besides giving a fair warning.

Balance is still... interesting. Is Bloodmancy too strong? Too weak? Both? Neither? I still can't decide.
Nathan Pascal  [author] 26 Sep, 2021 @ 4:37pm 
So, another round of changes done.
Another update that will surely break any modded savegames.

There will now be a 'refund' option for the Gallow Tree, should you manage to plant it on a tile, I did not intend to target. Moreover, there are more options for the Tree. Growing it into a Gallow Ent immediately is one of them, if you can pay the price. It would be a shame, if no one ever can use it, because games are too short, I guess.

Skull Tree has been reworked a tiny little bit, too, with more cost and more reward, should you decide to grow it into a Monarch.

Bloodmancy 'False Vitality' has been replaced with 'Blood Soil', since the Gallow Tree now basically does what False Vitality did (turning Expendable units into Hands of Glory). Instead you can now summon Expendable units with Hands, allowing for a more dynamic economy between Bloodmancy and Necromancy.
Nathan Pascal  [author] 24 Sep, 2021 @ 9:52am 
Serpent Villages... huh. That is something of a strange case. I somehow assumed they would count as a village since... well, they are called villages. But it seems they are villages, that are not village-sized. Yeah. I will look into it.

And for the Skull Tree I already know, how to make it more clear, I tthink.

Thanks for reporting the issues (even though I had hoped I would be finished for a while with the Necromancer... Oh, well.)
Redfog 24 Sep, 2021 @ 9:29am 
oh also you can cast gallow tree in serpent tribe villages but none of its options work with them , so it just kinda sits there without being able to cast any of its rituals. not sure if thats something you want to change.
Redfog 24 Sep, 2021 @ 9:27am 
huh, okay i thought the gallow tree was the amount of corpses it had their, it being time makes far more sense, and yeah i was sightly confused by the skull tree since it can open the ritual menu but doesnt have the ritual tag and has no rituals. possibly add something in the description about it gathering power or something so its more obvious?
Nathan Pascal  [author] 24 Sep, 2021 @ 9:23am 
Just for sake of completeness: The Skull Tree is already useful without a ritual, it just takes some time to get going (and not five years, promise.)
Nathan Pascal  [author] 24 Sep, 2021 @ 9:21am 
The Skull Tree has no ritual, only after some time it grows into something else and then gains a ritual. It is a bit unfortunate, but due to technical limitations. If it would not have the ritual school to begin with, it would not correctly learn the ritual upon growing up.
But I see, why this might be unnecessary confusing, I might try and add something there.

And the Gallow Ent: Time. Simply time. A lot of time. Five years. I never intended the Gallow Ent to be something that is aimed for when casting the ritual, only a surprise for very long games.
If you want to change that for personal use, you can open the mod file and search for "growtime 60", the number is the amount of turns (+/- some slight variance). 5 years x 12 months. Any other number would work just fine. I hope that helps.