Conquest of Elysium 5

Conquest of Elysium 5

War In Heaven - An Overhaul for Voice of El and Demonologist
108 Comments
Feraa 16 Dec, 2022 @ 8:14pm 
I suspect that would be because this mod is outdated. I figure the Grand Inquisitor in this mod has rituals that were... Superceded by Monkey rituals, maybe? No one in this class should need sacrifices unless you manage to convert a leader of another faction that uses them.
raylordraymondo 16 Dec, 2022 @ 7:26pm 
With the mod installed and the special abilities of the grand Inquisitor requiring sacrifices doesn't work. Because I bought him and his special powers use the red marked sacrifices yet it won't let me collect them.
Feraa 23 Sep, 2022 @ 3:24pm 
Truth, though. Bastards...
Commisar Jon Fuklaw  [author] 23 Sep, 2022 @ 2:47am 
Afraid not. The angels of CoE aren't all that holy.
Red Fusion 23 Sep, 2022 @ 2:24am 
Disappointment. I thought the phrase "Holy troops for the holy class" means that it will be possible to hire angels.
Commisar Jon Fuklaw  [author] 16 Jun, 2022 @ 1:41am 
No problem, man.

Crusader bowmen are still a higher tier unit than regular bowmen, as they have +1 armor, ranged damage, HP, and morale (IIRC). They aren't really meant for mass recruitment in the early game, but rather are intended to be gained mainly via rituals until your economy is large enough to simply not care about the costs.
Mohreb el Yasim 15 Jun, 2022 @ 2:43pm 
I see, thank you, i was just confused because of the name and relic cost. (making standard archers more cost efficient than crusader archers as is) I think i missed the first two because of the wording :/.
I'll test it out (in my game) with them being blessed/sacred for the moment as names suggest that to me, but i can clearly see the balance/usefulness of spells argument.
Thank you for the mod by-the-way, a really nice work.
Commisar Jon Fuklaw  [author] 15 Jun, 2022 @ 1:29pm 
For the third time: Working as intended. Ranged crusaders are not meant to be blessed by default. If you would prefer them to be, feel free to change that. Just know that doing so means you neuter the usefulness of the entire Bishop line of units.
Mohreb el Yasim 15 Jun, 2022 @ 9:33am 
Sacred is in dominions, in CoE5 you only have one trait, blessed (meaning always blessed), in the game files it is the holy tag. (the spell with blessing effect can be applied to anything unlike in dominions)
Crusader Pikeman for example has that "holy" tag (line 377 in WarInHeaven.c5m or 5069 in !!!CompleteOverhaul.c5m)
Crusader Bowman (line 383 or 5075) does not has that tag making him not-blessed (but he still called Crusader and costs a relic.
Commisar Jon Fuklaw  [author] 15 Jun, 2022 @ 8:36am 
To clarify: Sacred is a trait that means the unit is always blessed. Non-sacred units are still capable of being blessed - say - by a bishop or priest king.

All crusaders are capable of being blessed, but only melee crusaders are sacred. That is working as intended, if I understand the original question.
Mohreb el Yasim 15 Jun, 2022 @ 6:47am 
well, they don't have the trait blessed, (and as they are called crusader, and cost a relic, the same way as crusader swordman/spearman/knight/pikeman who have that trait).
i tested it with only the (overhaul) mod active, to be sure ...
Commisar Jon Fuklaw  [author] 15 Jun, 2022 @ 6:39am 
They shouldn't be sacred, but that doesn't stop them from being blessed.
Mohreb el Yasim 15 Jun, 2022 @ 5:13am 
i use the total overhaul version (but i guess it is the same code) and the crusader bowman seems to miss the "blessed" trait. Is it WAD or just little bug?
Feraa 18 Dec, 2021 @ 11:11am 
Can confirm that the Demonologist can recruit said engineers in the grouped up mod.
Feraa 17 Dec, 2021 @ 3:31am 
Mmm. It ain't a HUGE concern, really, I was just curious as to why it worked for some but not others. I DO have the all in one mod, but sometimes I like the individual ones more just cuz I don't feel like dealing with the powered up enemies lmao
Commisar Jon Fuklaw  [author] 16 Dec, 2021 @ 9:45pm 
Looked and i'm willing to bet the "issue" is that the affected classes make use of clearrec, compounded by the lack of modprio and none of the filenames being set to forcibly load first in the presence of other modprio 5 mods (default modprio).

I'd recommend trying to use the All-In-One version of my class mods to see if that clears up the recruitment issue, as the mod with clearrec loading first should fix the issue. If not, you'll need to manually copy over the recruitment and unit data from the engineer mod (again, most easily done with the All-In-One modpack, but I can understand there might be reasons someone might not want to use it).
Commisar Jon Fuklaw  [author] 16 Dec, 2021 @ 4:47pm 
Wouldn't know without looking at that mod's code.
Feraa 16 Dec, 2021 @ 3:31pm 
Sooo... Pretty out there question, but do you know why some of your modded classes, like these two, don't seem to spawn the engineers from the engineer mod, but other modded classes of yours like the witch and necromancer (but not the trolls, to my knowledge)? I'm not asking you to MAKE it work, as that would be presumptuous of me. Merely asking if you know WHY some work and others don't.
Curious 24 Oct, 2021 @ 2:42am 
I tried being Demonologist, and managed to get to Hell. I couldn't build anything except an Oven of Sins though, even after turning terrain into Infernal Waste. Any reason this could be the case?
Firescion 4 Oct, 2021 @ 8:39am 
Great mod, loving your series of mods and looking forward to what you do with the full package

So after a few games as the Demonologist with this mod I think this mod actually makes the Demonologist weaker than vanilla.

The problem I'm seeing is that sacrifices are a HUGE bottleneck. Vanilla sacrifices supplement your regular army so youve got your regular army funded by Iron and Gold and your Demon Army funded by The Blood of the Innocent. All well and good.

But modded, regular troops need sacrifices AND rituals need sacrifices. Hence a huge bottleneck. I think the Demonologist really needs some chaff troops that can be hired for gold/iron per usual (and maybe bloodsworn at higher masteries) because I have amazing caster/special troops but no chaff whatsoever. Maybe they get slave troops? cheap but weak, or give them slave hunting like Mictlan (if thats not stepping too much on their toes)
WigWam 3 Oct, 2021 @ 10:26pm 
no actually its usable i figured it out. you cant bring units with the commanders into the celestial plane through the portal. it only works for commanders so as demonology you need to start using blood sacrifices to summon infernal hordes in the celestial plane. its the only way to get units up there and it makes it difficult to invade since the forces of heaven essentially require you to have 4-1 forces to combat them
Commisar Jon Fuklaw  [author] 3 Oct, 2021 @ 9:49am 
Portal probably just wound up in an unenterable tile.
WigWam 3 Oct, 2021 @ 6:26am 
hi im running into a problem where i try to invade the celestial plane but it keeps saying this unit cant enter this tile can you tell me which units can and cant go into the celestial plane
Kazeck 25 Sep, 2021 @ 1:01pm 
Apparently towns can be built within only 1 tile of distance due to a bug or some such, just reporting it here.
Commisar Jon Fuklaw  [author] 16 Sep, 2021 @ 12:52pm 
Yes.
Unfortified location → unfortified temple
fortified location → fortified temple
It's because the temple terrain doesn't like being changed to the temple of el terrain.
MrGuySenpai 16 Sep, 2021 @ 6:16am 
I've noticed that the "Upgrade temple" ritual for VoE requires a town instead of a temple. Is that intended?
Commisar Jon Fuklaw  [author] 12 Sep, 2021 @ 8:47pm 
Yeah, ceremonies were a thorn in my side for this, since any unit with VoE ceremonies cannot use ritpows in addition to the VoE ceremonies being unmoddable.
CreepingTerror 12 Sep, 2021 @ 8:07pm 
Got it, the ritual must count the number of Grand Masters to make sure that only one can be in effect. I'm new to CoE and mods, had no idea the rituals couldn't be changed / weren't involved in your mod. Thanks!
Commisar Jon Fuklaw  [author] 12 Sep, 2021 @ 6:04pm 
By crusade I assume you mean a vanilla "ritual". No idea, and VoE ceremonies cannot be modded.
CreepingTerror 12 Sep, 2021 @ 6:00pm 
Possible bug, or something. Is there a limit on the number of Grand Masters you can have? I have the inquisition running around, and hired a Grand Master to do some tile improvements. But now I could not summon a crusade. I suicided him and now can summon one.
Commisar Jon Fuklaw  [author] 12 Sep, 2021 @ 2:42pm 
1.) Only certain tiles count as part of the "inferno" tile group. You may need to use the hellforming ritual to place it on a specific tile. I should also probably expand that ritual.

2.)Typo. Sinners = the Damned. The restriction is 5x5 exclusion zone area around all other Infernal Towers, must be adjacent to Village of the Damned (diagonal works).

3.) This is a result of not understanding how spacing restrictions work (partly my fault, since I can't make maps for every ritual and steam kills formatting) and the general fuckiness of Inferno. Forthcoming update will ease the restrictions on hellforming, since I know Infernal Wastes count as Inferno terrain.

4.) Infernal Wastes allow the placement of your income sites.

5.) A bit redundant, but again, the restrictions on the ritual are about to be eased.

6.) Will consider it when I revisit content (probably next week).
Exovi 12 Sep, 2021 @ 10:02am 
Sorry. Wish I could Edit.

6)
I really enjoy the playstyle of "Recruit Sinners ----> Walk them to an Oven and burn them into Demons." It would be nice if you could upgrade an Oven of Sins to a Cauldron of Sins and convert 50~100 Sinners at a time into Greater Demons. Transforming 10 Sinners at a time, going through the combat screen 3 times per turn.... gets stale.

100 Sinners would cost 500 gold for a Great Demon, which seems balanced - especially if you need to first make it to Inferno then spend Sacrifices upgrading an Oven of Sins.
Exovi 12 Sep, 2021 @ 9:58am 
5) Hellforming seems like it might be more useful if it could convert Swamps / Frozen Waste in Inferno.
Exovi 12 Sep, 2021 @ 9:48am 
3) Because I can't raise more Villages of the Damned / Hell Towers, I can't seem to fulfill requirements for the other rituals. Except in the very rare case they are world-gen... and I would need to find it first.

4) What is the purpose of Hellforming?

Is there something I am missing? Also, it would be nice to allow your special recruits (Devils, Succubi) to recruit from Citadels in Inferno rather than limit them to Sinners/Bloodsworn.
Exovi 12 Sep, 2021 @ 9:48am 
Love the changes to Demo recruitment - especially nice if you get an early succubus/devil for a flying squad.

I am having serious trouble with the terraforming / kingdom building elements in Hell, though.

1) Gather Sinners seems bugged?
Requirement: "Can only be cast in Inferno" - it seems like there are some hidden rules behind it, though. I can't for the life of me figure out how to cast it, and I check every tile available.

2) Raise Hell Tower - Requirement: Must be next to a Village of Sinners, but at least 3 tiles from the nearest tower".
>>> I have only been able to cast Raise Hell Tower when two natural Village of the Damned spawned side by side, converting one into a tower.
>>> Is Village of Sinners different from Village of the Damned? Referenced in Rituals.

Commisar Jon Fuklaw  [author] 11 Sep, 2021 @ 9:11pm 
Bruh, I rate it bruh out of BRUH.
SteveomanMVP 11 Sep, 2021 @ 5:46pm 
Bruh, like bruh, have you ever bruh so hard in one mod, you bruhed to another mod entirely.. like wow ,








bruh.
Commisar Jon Fuklaw  [author] 11 Sep, 2021 @ 1:23pm 
Sounds like a vanilla bug, since this doesn't do anything to Angelic Warriors.
Sovieticozasz 11 Sep, 2021 @ 7:46am 
Angelic Warriors, just stay put wherever they are and never follow their stupid commanders.
Feraa 11 Sep, 2021 @ 5:42am 
Yeahhh, their healing spells are useful, but require near constant combat to work, which can make things awkward. But yeah, it's fine. He died for the greater good.
Commisar Jon Fuklaw  [author] 10 Sep, 2021 @ 10:11pm 
Disease immunity doesnt really fit with most living things. Luckily, VoE has healing spells which can stave off death from disease for important units, potentially forever (though not so in practice).
Feraa 10 Sep, 2021 @ 10:07pm 
Ah. How unfortunate. I'd then suggest giving them an immunity to disease, but I'd imagine that could be a bit OP lmao
Commisar Jon Fuklaw  [author] 10 Sep, 2021 @ 6:20pm 
It does, but requires multiple months. Regeneration can only last one turn or one battle.
Verro 10 Sep, 2021 @ 6:15pm 
Does Regeneration not cure it?
Commisar Jon Fuklaw  [author] 10 Sep, 2021 @ 6:14pm 
They are not. There is also no effect to cure disease.
Feraa 10 Sep, 2021 @ 4:12pm 
So, I haven't gotten around to El in CoE5 yet until your mod. I don't know if the spells Laying on Hands and Healing Words are additions from you or not, but maybe allow those spells to cure disease? My starter Paladin got infected by a filthy ghoul, but can't seem to heal himself of the affliction, so he's forced to heal in combat, hoping he's not sniped before it can happen lol
Rough 9 Sep, 2021 @ 4:15pm 
=D
Commisar Jon Fuklaw  [author] 9 Sep, 2021 @ 1:12pm 
I know what I wrote.
Rough 9 Sep, 2021 @ 1:11pm 
"Demonologist is strong when it doesn't commit suddoku..." I think you mean seppuku? Sudoku is a kind of puzzle.
Commisar Jon Fuklaw  [author] 8 Sep, 2021 @ 1:33pm 
As usual, all savegames are now broken.

Update:

Rituals:
Eased some demonologist construction ritual restrictions.
Fixed the effect of Buy Sinners.
Limited Invade Heavens to a specific tileset (Inferno Lord Citadels)
Added a few text pointers for ritual usage.

Recruitment:
Tweaked Devil and Succubus recruitment costs and odds.