Conquest of Elysium 5

Conquest of Elysium 5

Disenchantment - Illusionist and Enchanter Tweaks
37 Comments
Devil's Advocate 26 Aug, 2024 @ 12:39am 
and I can recruit some of them again.. what is happening?
Devil's Advocate 26 Aug, 2024 @ 12:33am 
are the Illusionist supposed to have the option to recruit illusions go away at some point?
The guy who asked 1 Jul, 2024 @ 3:50pm 
i uh, i think enchanter in terms of power is kinda, broken... with all the other class overhauls, it's somewhat better, but enchanter can absolutely steamroll all other classes with just using terracotta army
TheAussieSlime 14 Mar, 2023 @ 4:44am 
is there any info on what determines which illusory units are made available for recruitment each turn?
상자 23 Sep, 2021 @ 6:41pm 
Poetry award for your fake currency*
Commisar Jon Fuklaw  [author] 13 Sep, 2021 @ 2:08pm 
Warlock is currently underway (as is Kobold, but it's not getting a whole lot because holy crap kobold is digusting for a freespawn class). I got delayed significantly by having to set up and debug events, and I potentially have yet more events to do if I follow through with the insane scheme I came up with while losing my sanity over events.
Kazeck 13 Sep, 2021 @ 1:44pm 
Can't wait to see Scourge Lord and Baron personally, though Warlock'll be awesome.
Thanks so much Commisar, me and my friends want to do a game with all of your mods once the last classes are released.
Commisar Jon Fuklaw  [author] 12 Sep, 2021 @ 5:35pm 
And I just noticed that placement map has two extra rows at the top. So focused on the goal, I can't see what's in front of me.
Commisar Jon Fuklaw  [author] 12 Sep, 2021 @ 5:34pm 
I still need to increase AP costs further, particularly for high end golems. Now that proof-of-concept is done, I'll probably go with either a sliding scale of cost or a sliding scale chance of workshop go KABOOM. Maybe both.
jnobody 12 Sep, 2021 @ 5:12pm 
Thank you for this mod I really like your solution to enchanter and his economy. I was going to make a mod that'd add a golem that could be made in abandoned mines a "Remnant Golem" that could restore other mines and upgrade them a bit, going that route to make the ritual list not too long and sort of limit it. I do think the workshop task makes alot more sense thematically though so someone could just go economy crazy.
Commisar Jon Fuklaw  [author] 12 Sep, 2021 @ 2:29pm 
Ah, fuck you steam. Can't have any formating around here.
Commisar Jon Fuklaw  [author] 12 Sep, 2021 @ 2:29pm 
nonearby1req means you cannot place something on any tile adjacent to the restricted tile(s)
nearby3 req means the ritual must be cast within 3 tiles of the designated tile

optimal tile placement is:

- - - - - - - - -
- M - M - M - M -
- - - - - - - - -
- M - M - M - M -
- - - - - - - - -
- M - M T M - M -
- - - - - - - - -
- M - M - M - M -
- - - - - - - - -

M= Mines
T = Tower
- = any other terrain

As for Create Portal, there's no portal ritual in this mod.
The Cutest Elemental~ 12 Sep, 2021 @ 10:38am 
Create Portal and Enchanted earth do not seem to work all the time. Where I think I can put a Portal the game won't allow...Anyways and same with making a Coal mine, the game things flat land with no coal mine around it...or Crystal Tower, is there a hidden rule I am not reading?
Kazeck 10 Sep, 2021 @ 11:07pm 
Thanks very much. Will test tomorrow morning.
Commisar Jon Fuklaw  [author] 10 Sep, 2021 @ 9:48pm 
Everybody check under your seats. You get a broken save, and you get a broken save.
BROKEN SAVE GAMES FOR EVERYONE!

Update:

Rituals:
Doubled base cost of Thriller. Added a middle ground outcome. Fail chance untouched.
Commisar Jon Fuklaw  [author] 10 Sep, 2021 @ 9:40pm 
Some of the summoning strings are a bit strong, sure. But I counter with "never heals" and the general weakness of the class.
Kazeck 10 Sep, 2021 @ 9:40pm 
Love the Enchanter, kinda wish he had one or more terraforming rituals, but it's great.
The illusionists 'thriller' ritual is abit strong imo, but other than that it's great too.

I'd double it's (Thrillers) cost, and change it so that instead of 8-12 Wraiths it's a wraith and some banes/ghosts since wraiths are Very strong, though the risk of them going rogue is also a good balancer it's still very steam-rolley in my opinion.

As always, thank you Commisar for a great mod though! You work so hard to get these done so quickly too it's amazing.
Ddraig Lleuad 10 Sep, 2021 @ 6:03pm 
@Lailath oh hey I solved it - REGULAR dragons raise recruitment chances of shamans, sorcerers and drakes of their respective colour. ELDER dragons instead raise the recruitment chances of shamans and sorcerers of all colours, but not drakes. Which... Okay I guess it's not an oversight, but it still feels odd.
Commisar Jon Fuklaw  [author] 10 Sep, 2021 @ 11:27am 
That may be it. I raised both sets of chances for testing, since I didn't want to hit Y and R 500 times.
Beardynoise 10 Sep, 2021 @ 5:04am 
Holy shit, that was FAST with the fix! I'm having a great time with this mod (and your other mods), thank you for all your excellent work!
Logos 10 Sep, 2021 @ 2:30am 
For the recruitment message not showing up, it might be a part of something from older games in that too common recruitment offers don't display a message of availability. The coe4 data dump says that happens at 33% though, so I'm uncertain how it would be triggering here unless the cutoff lowered, or it's somehow adding the chances of both offers and counting the library bonus.
Commisar Jon Fuklaw  [author] 10 Sep, 2021 @ 1:46am 
That aside:

Rituals:
Fixed incorrect summon flags. Should've triple checked.
Commisar Jon Fuklaw  [author] 10 Sep, 2021 @ 1:44am 
Again, I've tested it.

It's merely a lack of text popup, most likely due to the conflicting reclimiter flags. You still have a 3% chance per turn for an apprentice without a Great Enchanter and an 10% chance per turn for an apprentice and a 6% chance per turn for an Enchanter when a Great Enchanter is owned by you. All modified by the number of libraries, obviously. The issue's been reported to the devs already.
Beardynoise 10 Sep, 2021 @ 1:34am 
Re the apprentice bug, I think you need a Master Enchanter sat at a recruitment building ; I noticed the same lack of chances, then realised that my Master had the flag so just plonked him down at a tower & I've been able to recruit since.

I've noticed a bug with the Workshop rituals ; so far I've tried Silver and Onyx and they only produce an Iron golem. Oak, Stone and Clay work fine and produce the correct golem.
Lailah 9 Sep, 2021 @ 11:18pm 
Hm, no, then I misremembered. Also that sounds like an odd bug to have pop up.
Ddraig Lleuad 9 Sep, 2021 @ 11:06pm 
@Lailath Are you sure about that? 'Cause I've got a save for a kobold game where I summoned two elder dragons, and I've still gone a bloody long time without getting any drake offers. Meanwhile the dragons themselves have a trait for boosting recruitment chances of shamans and sorcerers, but not drakes. CoE's tooltips/documentation is often a little hard to track down, I'll grant, but it doesn't generally just leave things out, in my (admittedly limited) experience.
Commisar Jon Fuklaw  [author] 9 Sep, 2021 @ 4:05pm 
I'll add it to known issues and complain about the bug.
Commisar Jon Fuklaw  [author] 9 Sep, 2021 @ 4:05pm 
Yeah, testing reveals that if there are two recruitment slots for the same unit with opposed reclimiters, the text for recruitment availabilty never shows. However, the recruitment is still available.
Commisar Jon Fuklaw  [author] 9 Sep, 2021 @ 4:02pm 
Huh. You might've just stumbled upon a vanilla bug that nobody knew existed.
Lailah 9 Sep, 2021 @ 3:55pm 
I think your mod might have broken Enchanter Apprentice chances, because I definitely should have had offers by the point I'm at.

Also dragons boost drake chances.
Commisar Jon Fuklaw  [author] 9 Sep, 2021 @ 11:45am 
Kobold and Warlock will be the last pair I do and I've not even touched Kobold yet, so planning for it is at a bare minimum. I'll know more when I get closer to putting that mod out.
Ddraig Lleuad 9 Sep, 2021 @ 10:45am 
I'm really liking the feel of these mods, the running theme of leaning deeper into each faction's particular flavour and, not so much buffing them as smoothing out the annoying parts. More quality of life improvements than power buffs, I guess.

On that note, got anything planned for kobolds? I feel like the one thing they could really do with is something to increase the availability of drakes in the lategame. Heroes and mercenaries are offered more frequently according to number of towns you have, wizards with libraries, priests with temples, but so far as I can tell nothing boosts recruitment chances for drakes. Maybe if summoning an elder dragon added them to the regular recruitment list for that lair?
Commisar Jon Fuklaw  [author] 8 Sep, 2021 @ 5:12pm 
Knew I'd forget something.
Lord Carson 8 Sep, 2021 @ 5:08pm 
Enchanter: Workshop Task: Clay Golem doesn't cost more gold/iron then Create Clay Golem based on description, Workshop Task: Gold Golem missing 34 to nearby1req resulting in being able to cast in any tower.
clong666 8 Sep, 2021 @ 4:54am 
Can's wait for war hammer!!!
Wankovich, Ista 8 Sep, 2021 @ 4:19am 
What the last comment said repeated! These so far have been quite excellent :)
cowboyana 8 Sep, 2021 @ 2:23am 
Your overhauls are all fantastic, can't wait to see what you do with the unified mod!