Conquest of Elysium 5

Conquest of Elysium 5

Chronal Priest Class
24 Comments
Keansor 27 Feb @ 1:42pm 
Not expecting a response or update given how old this mod is, but I just felt like noting for anyone coming later like me that the ultimate summon that requires you going into the Color Out of Space doesn't actually do any spell-casting. It isn't very cost-effective as a result.
MachineZenic  [author] 31 May, 2023 @ 9:32am 
Apocalypse angels are rare summons from the future time distortion ritual, and the cryptic nomad is a particularly rare offering while you own a millennium gate. One thing to note is that the cryptic nomad and lightseeker are mutually exclusive, you need one or the other to start waiting for the seekers of destiny upgrade, these 3 units are part of a unique set of 3 essentially that you can only have 1 of the three at any time. I don't think temples or libraries actually affect the chances of the unique trio showing up in any way but I'd have to double check to be sure.
morkelebdwyer 31 May, 2023 @ 6:38am 
I have to ask, the apocalypse angel and the cryptic nomad, HOW do you gain access to either of these units. I played a game where I had 15 temples 20 magic libraries, 30 towns, and summoned every unit I could summon, NEITHER of those 2 units ever became available to me despite in other games when npc's played THEY'D have them. HOW do you get them?
MachineZenic  [author] 18 Jan, 2023 @ 2:47pm 
It should, I don't add more into the mod anymore as it's considered finished but I haven't heard of anyone having issues, should be fine, if you do find any issues just post them here I will address them asap.
Walker 18 Jan, 2023 @ 11:46am 
this seems like a good mod but does it still work, 2021??
MachineZenic  [author] 13 Oct, 2021 @ 9:23pm 
I considered it, but decided against it for balance because it would make them too powerful. The main use of mirage soldiers is to deter attacks and deal with animal patrols. This is why they look like your normal troops when not in battle. Illusionist illusions are stronger as combat units, but mirrors are an obvious tell as to how strong of an army the illusionist has, where as mirage units can make your army look much more scary than it really is.

TL;DR the non-combat benefits of mirage soldiers are the trade off for not being ethereal.
m11kire 13 Oct, 2021 @ 8:33pm 
a comment on the mirage units; if they're illusionary shouldn't they be ethereal like other illusionary units are?
MachineZenic  [author] 12 Oct, 2021 @ 11:24am 
Thanks marauderB, glad you're enjoying it! Scouting is a bit rough but I wanted the player to have to depend on calico cats. If I gave them semi stupid the scout would be the best in the game, completely imbalanced unless I quintupled the cost. I'm happy with where they are now because northern tigers, chimaeras and celestial diviners all provide scouting detection. Which makes scouts very easy to get in the mid-late game but forces you to rely on calicos for the early game. I don't have any plans to change the recruitment chances for commanders either, I feel they already have plenty of opportunity especially if you can grab a library.

I'm wary of making any one mechanic too good compared to another class that can do something similar, because the Chronal Priest does so much stuff as a hybrid class I wanted everything to be not as effective as more specialized class.

Thanks for the comment!
marauderB 11 Oct, 2021 @ 12:10pm 
Hi enjoying the mod.

Two comments: Would be nice if there was more access to scouting. Maybe the calico cats could be semi-stupid, so that they could be added to armies as scouts?

Also, would be nice if commanders/mages were recruit-able more often. I lost two armies to ambushes and it took a while before could start rebuilding.

Again, good mod: thanks!
MachineZenic  [author] 7 Oct, 2021 @ 10:15pm 
Just a heads up, ver 1.5 will likely screw with your saves if you have any game in progress. You'll find rituals might be missing or switched around, this was unavoidable, sorry for the inconvenience!:cthulhu:
BLloyd 6 Oct, 2021 @ 12:10pm 
Grand, thank you very much. If you want other suggestions, some advanced or unique rituals for the higher ranking/unlockable mages could be rather interesting. Giving Millenium Mages some break outs (Maybe relating to those rare but advanced Chronal Beasts?) as they bring technology back from other times and places, or Diviners Scrying could both be interesting paths for things to go down.
MachineZenic  [author] 6 Oct, 2021 @ 10:52am 
Hi BLloyd, Timekeepers actually do have resistance to the void, the game doesn't have a tooltip for it though so it's hidden. However I actually agree I think they should regain sanity, because when you finally return from the void they still retain that acquired insanity forever which is a little extreme.

As far as returning from the void, that's part of the challenge of the class is finding a gateway in the void. But that isn't to say I won't give them a ritual to help facilitate this, I've had some ideas. Stay tuned because there will be at least 1 more patch coming in the next few days. I will be testing some ideas out including ones related to both things you have mentioned. :singleton:
BLloyd 6 Oct, 2021 @ 5:20am 
Also some way to return from the void with what you've called up there would be rather useful. Having them flit in and out of time, calling armies in the inhospitable only to bring them back to the various planes fits with their theme.
BLloyd 6 Oct, 2021 @ 4:26am 
Given the fluff for them shouldn't the higher end time mages have regain sanity, or some other resistance to the void?
MachineZenic  [author] 5 Oct, 2021 @ 8:10pm 
Thanks Pascal! I'm proud of them felines that's for sure. And yes Senpai, Lv2 Diviners don't get new spells when they level up, you have to find a library. Keep in mind though L2 spellcasters can cast 2 level 1 spells per turn so it is still beneficial regardless. :sunekosuri::sunekosuri::sunekosuri:
Nathan Pascal 5 Oct, 2021 @ 5:53pm 
How can you not like a class that uses a magic called Catmancy? It is simply not possible.
Even if my first game ended horribly, but that was my fault.

Definitely going to play more of it.
Compliment on the cat sprites.
MrGuySenpai 5 Oct, 2021 @ 1:32pm 
I also wanted to ask, when you upgrade diviners to celestial diviners, they get astrology 2, but they don't learn any lvl 2 spells. Is this intended?
MachineZenic  [author] 4 Oct, 2021 @ 11:25pm 
Hey ThatGuySenpai thanks for playing! I'm glad you enjoyed it for the most part, I can definitely confirm your experience with the past-time summoning was extreme unluckiness as the chance is higher than 50% in your favor. From the beginning I always envisioned the class to be difficult and slightly weaker than most classes, at least until late game. The reason tempo mages are so unremarkable is because you can't recruit captains, so to keep commanders reasonably easy to get they are easier to acquire than most ritual casters.

All I can say is for better or worse the early game was designed to be a struggle for this class. While they do have a focus on strong endgame power, the second level catmancy on its own is one of the best summoning spells the class has in terms of value for power, and your goal should be to prioritize this one early on. I hope you have better luck in your next games, they're not as weak as they sometimes can feel I promise!
MrGuySenpai 4 Oct, 2021 @ 8:14pm 
The time summons are neat, but the past-time ritual control chance feels a bit low. I know it's just the odds, but in my first game, I used the ritual 10 times before I managed to control the summons. I was starting to think it might be bugged. It was a huge investment of relics and time that didn't give me any benefit and felt awful.

Feels like maybe too much of the classes power is focused on the late game, I didn't get the chance to play with a lot of the late game stuff because I was behind for most of the game it felt like, by the time I had timekeepers the AI was rolling on me with Seraphs or multiple lvl 3 casters.

Anyway, like I said, I greatly enjoy everything about the class, just had these balance thoughts after playing two games.
MrGuySenpai 4 Oct, 2021 @ 8:13pm 
Having played 2 games into the early late game, I think this is a pretty cool class that feels well thought out. The concept is neat and original, I wasn't sure what to expect but it grew on me and I like it a lot.

However I do have some balance concerns. The main tempo mage line seems very weak when compared to other national casters or even generic mages. Especially the lvl 1s, a small burst regeneration spell every 2 turns doesn't really do a lot when the main component of your army is mostly human, and regardless other casters can provide equivalent buffs like lucky, or twist fate every turn.

Relics are hard to come by depending on age, and you have to spend a lot of them early on with catmancy to keep your army bulky enough to fight. Combined with the turn investment in leveling up, it feels very hard to both level your mages and get the rituals you want.
MachineZenic  [author] 4 Oct, 2021 @ 10:31am 
Thanks Cado! Your words motivate me to make more :D:
Cado913 3 Oct, 2021 @ 6:33pm 
This is probably the best new class mod out right now. I love it
MachineZenic  [author] 2 Oct, 2021 @ 9:28am 
Glad you enjoyed it, I hope you enjoy the new and improved version even more :praisesun:
jnobody 2 Oct, 2021 @ 1:45am 
Oh I really liked this mod, good to see it got ported, thanks, dont think I ever got far in it maybe this go around.