Conquest of Elysium 5

Conquest of Elysium 5

Rot Priest
12 Comments
Biohazzard1602  [author] 21 Jun, 2023 @ 11:44am 
@ThatGuySenpai
@Feraa
Thank you both for finding the bug with the Crusaders!

Thanks for the suggestions you had ThatGuySenpai, I have implemented some of them to help balance out the class and have more use for different units. The details for all of the changes are listed in the Change Notes if you are curious.

Let me know if I overshot the changes in some way or you have any other suggestions! This was just a fun Mod I built for myself but I am glad others have enjoyed it! :steamdance:
Feraa 12 Jun, 2022 @ 5:37am 
@ThatGuySenpai

Upgrading Inquisitors to either breed of Crusaders doesn't give them spells.
MrGuySenpai 16 Oct, 2021 @ 7:55pm 
Also, the crusaders of slime just seem to be a way better choice than Decay, that may partially be due to upgraded crusaders not gaining spells for some reason, but regeneration and berserk are an extremely powerful combination, worth way more than 2 extra armor IMO.

Overall though, an amazingly fun class, well done on all accounts my friend.
MrGuySenpai 16 Oct, 2021 @ 7:55pm 
The only observation I think I have is that the baseline troops feel a bit expensive. The resource instead of gold recruitment is interesting, but as is I found myself almost never buying fungus troops, certainly not the congregation. 50 fungus is almost enough for buying a second level ritual, and since there are so many fishing is a necessity. The dart blowers are probably worth it in certain situations, and the fanatics are pretty good, but for 100 fungus I can buy an inquisitor who is almost as good as 5 fanatics and can be upgraded to a crusader. The mercenary troops are also not worth in most situations I feel. Perhaps this is an intentional design, as I found myself mostly using inquisitors with goblin/mage support for expansion, but even so I feel like making the baseline troops a bit cheaper would encourage their use.
MrGuySenpai 16 Oct, 2021 @ 7:53pm 
Incredible class mod. Honestly wasn't expecting much from the modest description and thumbnail but it blew me away. It's like a more interesting(in my opinion) Witch. I like that it has genuine strengths and weaknesses, a lot of class mods I've found tend to be on the lower power side in an effort to avoid being overpowered, a common design trap in modding, but this class manages to be powerful without feeling like it's overbearing. I'm a particular fan of the mushroom zombies, I wish there was more stuff like that, but I understand it can be hard to get sprites etc.
MrGuySenpai 15 Oct, 2021 @ 11:00pm 
Upgrading Inquisitors to crusaders of slime doesn't seem to give them spells, they have the bile school of magic but no spells.
Biohazzard1602  [author] 29 Sep, 2021 @ 2:17pm 
@clong666, Added a warning to festering Rot to not cast it in the home citadel. Hmmm... for the immortality, I was just trying to mirror just how resilient fungi can be. Might replace it with fastheal or use shapechange to morph them into just a normal mushroom on death that has a small chance of reforming back to the original form each turn. Going to do some testing but will add the warning now.
clong666 28 Sep, 2021 @ 9:13am 
Immortal doesn't seems to work when two immortal commander share the same resapwn site
clong666 24 Sep, 2021 @ 8:18am 
the ritual festering rot will destroy the home citadel if cast there. Might want to disable the location for casting the spell or put a warning,
for first timer it is a very fast way to die.
Drithyl 23 Sep, 2021 @ 11:21am 
Sounds good! If you tune down the other abilities then the elemental resistances can be fine as they are as well. It's just the accumulation of it altogether that seems a bit much. You might want to check with the people on Jakalor's Discord server though, they'd be the ones to ask for balance! :praisesun:
Biohazzard1602  [author] 23 Sep, 2021 @ 10:54am 
Ah yes forgot to change the cost back to original before uploading again... I was testing whether the promotion to the other commander branch worked or not and it currently requires the final commander form to cast the promotion spell. I will remove some abilities from some of the later tier units for balancing. As for the resistances, I just based it off of the resistances of the Green Ooze but will consider toning down. Thanks for the feedback!
Drithyl 23 Sep, 2021 @ 8:11am 
Very cool concept! I realize it's very much in progress still but I think you should cut down a bit on the abilities of the later game stuff. Some examples:

- At the moment the ritual to turn the commander into the Pseudopod of Juiblex costs 10 herbs, I imagine that's just work in progress. Also, it could use less elemental resistances (perhaps no resistance to fire?), and I would change the Regeneration to 5 instead of 10, usually the standard. I would probably remove Trample from it, since it's already got Acid Blood and Slimy. Engulf and Pseudopod strike both swallow enemies. I would probably remove the Engulf ones entirely, or at least remove one engulf and/or strike.

- The Crusaders could also have their elemental resistances tweaked, like above.

In any case, keep it coming!