Conquest of Elysium 5

Conquest of Elysium 5

Baron Enhanced
28 Comments
Iron knight Fe 30 Jan @ 11:41pm 
I'm assuming This wold need a some kind of compatibility patch to work with raise the levies? the amount of stuff you could do with both would be cool tho if not probably a little out of balance.
[Mi.Sa]Skullduggery 8 Nov, 2024 @ 3:22am 
Are Blind Soldiers only supposed to have bad sight as their flavour text sort of implies they should have spirit sight or are they just supposed to be super tanky infantrymen?
𝒯𝒽ℯ 𝒟ℯℯ𝓉𝓏 26 Aug, 2024 @ 7:33am 
is it compatible with raise the levies?
[Mi.Sa]Skullduggery 15 Jul, 2022 @ 12:33pm 
Found a spelling mistake, the barbarian recruitment option is called a solider I assume its supposed to say soldier.

Other than that i look forward to seeing what the monkey class might provide, perhaps some kind of heavily armoured bandar melee combatants with some kind of two handed weapon or perhaps a large shield and and a melee weapon as some kind of high health shock troops though some kind of hybrid longbow/well armed ones similar to the heavy archers the bakemono get
Juz  [author] 17 May, 2022 @ 9:07pm 
Thanks! This reminds me I need to add something for the new Monkey Class.
labowski1 17 May, 2022 @ 8:49pm 
I love this mod, the recruitment and promotion system is great. I love capturing new locations and finding unique recruitables.
Juz  [author] 22 Jan, 2022 @ 12:30pm 
Uuhhh, yeah I could probably do that. They're a bit easier to manage while they're separate and anyone using them can select ones they like and not ones they don't. It'll be a down the road thing.
Sooner535{UFIP} 22 Jan, 2022 @ 9:37am 
Have you though about putting your mods into a collection so we can get all of them in 1 click and find them easily?
Juz  [author] 19 Jan, 2022 @ 1:51pm 
That's not part of my mod, Vassaling knights is a standard game ritual.
Nogi Everfree 19 Jan, 2022 @ 3:29am 
Not sure if intentional, but Vassal Unicorn Knights are not stupid.
Juz  [author] 25 Nov, 2021 @ 3:44pm 
fixed
Erlkönig 25 Nov, 2021 @ 3:14pm 
The acid thrower infantry has their 2nd sprite glitched (the one they show during an attack). That was the only flaw I noticed thus far, and I'd be happy if you looked into it.
Juz  [author] 23 Nov, 2021 @ 1:48pm 
Nah not intentional, will fix, have a few little fixes to put in.
silentlynx 23 Nov, 2021 @ 7:39am 
I realized that for the Enchanted Knights the Enchanted Lance attack has an initiative of 2, whereas all lance attacks usually have initiative of 5. Is that intentional?
silentlynx 21 Nov, 2021 @ 3:25pm 
I suppose, that would still make high lords viable units long term, and limits the use of the legendary knights.

I just expected that they would function the same.
Juz  [author] 21 Nov, 2021 @ 1:48pm 
I didn't think so, they're meant to be used for their combat abilities or special qualities and immunities.
silentlynx 21 Nov, 2021 @ 10:24am 
Shouldn't the Legendary Knights have the same rituals as the High Lord?
Stain 13 Nov, 2021 @ 8:06am 
that would work 2 but i dont see it as an early game option at all because you need to find a temple and sometimes that just doesnt happen for awhile
Juz  [author] 12 Nov, 2021 @ 12:26pm 
So, the blessing system is a result of not being able to do incremental increases to the cost like the El class. I couldn't find a mechanic to do that.

I was thinking of changing it to 10 separate rituals, with 4 tiers and the ritual with different resource costs that are then forgotten after use except for the last ritual which would be much or expensive and repeatable. This would guarantee some early blessings with the lower tier cheaper rituals but make it not too spamable later on.
Stain 12 Nov, 2021 @ 3:20am 
i like it alot particularly the tithe warrior monk system not the best early game but gives a great option going into late late on a big map
KriFry 9 Nov, 2021 @ 11:20pm 
Juz, Thank you!:D
Juz  [author] 9 Nov, 2021 @ 11:00pm 
I fixed that issue btw, you should be able to run both.
KriFry 9 Nov, 2021 @ 10:38pm 
I turned off the CoExp and yes, the artifacts stopped spawning at the watchmans, but the CoExp is also cool (
Things like Levyes from the Monk (extended rituals) are not so critical... i think. Lack of flamethrowers from heavy infantry by Alchemic too. The variety of units presented here is more interesting.
Juz  [author] 9 Nov, 2021 @ 9:48pm 
I have an idea which mod btw, it's the CoExpansion mod, I can make a fix for the watchmen as I know why that artifact interaction occurs but that mod does change things for the Baron and I don't intend to make this compatible with everyone else who has made a mod for the Baron.
Juz  [author] 9 Nov, 2021 @ 9:44pm 
I should have said, this is a bit beta, I'll put descriptions in eventually.
Juz  [author] 9 Nov, 2021 @ 9:43pm 
My watchmen don't get any artifacts, you're likely mixing mods.
KriFry 9 Nov, 2021 @ 9:28pm 
Greate mod! But I have a problem with balance. A bunch of artifacts will spawn on the Watchmans. They all are Heroes in the past)
A bit not playable yet.
jdr196 9 Nov, 2021 @ 8:20pm 
Nice mod. Wish the new units had some descriptions. And the recruit screen seems a bit cluttered.