Conquest of Elysium 5

Conquest of Elysium 5

Matriarch
23 Comments
GRIMZY 16 Jul, 2024 @ 4:19pm 
for anyone interested, i started a continuation of the mod in the authors stead. so if you want new spiders or rituals. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3285880524
Kazeck 26 Apr, 2024 @ 6:20pm 
Very nice to see this again! Definitely second the request for a primal portal too.
catfoodbob 9 Aug, 2023 @ 1:58pm 
Needs way to open portal to primal plane.
Walker 16 Jan, 2023 @ 11:53am 
love your mod, do you think you can make a immortal good race like elf's or some kind of race. It seems all the races on here that are immoral are evil races.
Devolops 30 Jul, 2022 @ 2:12pm 
This is such a fun thematic mod. I would love to see the 'bug' with the spider thicket resolved one of these days though. Otherwise this is a great mod that I continue to return to as one of my favorites!
RALATHEHUNTRESS and Co  [author] 7 Apr, 2022 @ 2:58am 
It's so she has an rest period before getting to move again, this was apart of the original mod and honestly she was quite busted if she could just move again. This rest period get's shorter and shorter tho if she is upgraded, its mostly there to slow down her early game I think if you let her die (as a punishment).
The Cutest Elemental~ 6 Apr, 2022 @ 9:19am 
Is there a reason my Martriarch when coming back from immortality doesn't have any AP?
Curious 1 Mar, 2022 @ 12:00pm 
I noticed there's a handful of events that are commented out in the code, is there any reason for that?
RALATHEHUNTRESS and Co  [author] 24 Feb, 2022 @ 2:28pm 
Yeah I'm not good at sprite work (will need to relearn the ropes), wouldn't mind some help with sprites for future additions but only if you want too (also when I get back to work on this). Oh also fine work on those enhanced mods, me and friends enjoy using them for our games.
Juz 14 Feb, 2022 @ 8:46pm 
Generally a nice mod, good job bringing it to COE5 and I know it's not your fault but the sprites make me sad. I plan on making some new spider sprites at some point for some mods I'm doing and I'd more than happy for them to be used in this mod.
Green Ghost 14 Feb, 2022 @ 7:40am 
If I'm not mistaken the Spellweavers and the upgraded Matriarch have acute senses.
I also agree that they should have forest move, I can't imagine a spider being slowed down by some trees and buches.
marauderB 13 Feb, 2022 @ 6:07pm 
Few thoughts:
- suggest giving "spider hulk" trample
- suggest giving all / some forest move and stealth
- add some unit with scouting ability
- maybe something like a trapdoor spider with burrow ability?
- Also took over half the map during "empire" and haven't found a single graveyard yet - maybe add more options?

Thx again.
Green Ghost 13 Feb, 2022 @ 12:43pm 
If you want to keep the spider's obsession with the hoburgs then the rituals focusing on hoburg villages and graveyards could remain unchanged but i still think it would be a good idea to give them more sources of income in case they get bad RNG, like being able to flag forests to obtain more herbs(meat), this would still make them reliant on hoburgs but it would also help them get their economy up faster while also giving them more of a forest theme(which is the most important thing in my opinion).
RALATHEHUNTRESS and Co  [author] 13 Feb, 2022 @ 10:34am 
Hey Green Ghost, going to cover each part in an list:

1. That's how they were from COE4, been wanting to edit them and change them around but making them too good at their job then means you won't use them for scouting or single missions of capturing an point, they are meant to give some buffs then be discarded (even if they do miss a bit, that's the part I will edit and see what I can do).
RALATHEHUNTRESS and Co  [author] 13 Feb, 2022 @ 10:34am 
2/3. I been making an move for Matriarch to use Thickets and getting random stupid spawns from them, to make them depend more within an nature environment. I didn't want to get rid of the hoburg side tho since it's apart of the faction originally and that's why Weed is the resource for them (since you mostly get them from their villages and ancient forests which you often find hoburg druids in). Another resource would mean an complete overhaul on that front and a rebalancing of all costs, sacrifices would mean they get their food from any standard location instead of hoburg locations and I just want to ensure it stays true to the original faction.
RALATHEHUNTRESS and Co  [author] 13 Feb, 2022 @ 10:34am 
4. I gave them an thicket ritual and that will have more of an effect later (once I fix the stupid spawns for the thickets), one thing I was thinking about was adding another spider unit that digs/burrows since they are spiders that do it irl.

I will look to improve the faction overtime when I have free time and the mindset, I have another mod as well being worked on (one made completely by me and isn't an port). So I will come back around to work more on this in time ^^
Green Ghost 13 Feb, 2022 @ 9:44am 
4. If you exclude the stationary matrons the spiders feel very lacking when it comes to rituals, so we could maybe give them some witch/druid-like rituals to give them some offensive/defensive options in the forests, like spawning more stupid units or even more enslaved races.

That's all i have for now, sorry if this is a bad place to post these i just really love the concept of this faction and want it to be the best it can be.
Green Ghost 13 Feb, 2022 @ 9:33am 
2. I'm not a fan about how dependent on farms/hoburg villages and graveyards the spiders are, spiders to me have always been associated with the forest (spider thickets only exist in the forest after all) but here they don't feel like they gain anything from being in the forests at all, I would like to see some more synergy with forests and jungles (and maybe spider villages), this would also give you more reason to recruit stupid units to patrol said forests. Their current economy is based around getting herbs(meat) from hoburg villages so maybe forests/jungles could provide a small amount of meat(wild animals) while villages provide a much bigger amount(fat hobbitses), since this would greatly boost their income all costs would be increased to balance this.

3. Why are the spider's meat supply indicated by herbs and not sacrifices? I don't know if this is a hard-coded issue or not but if it isn't i think this should be changed.
Green Ghost 13 Feb, 2022 @ 9:33am 
Love it, a few things i think could be improved though:

1. Imo the hosts position should be either front or mid since their suicide buff miss most of your units because they're so far back, makes sense more thematically as well for them to be surrounded by the ones eating them. I like how they're a sacrificial unit meant to buff the spiders but i also think their bleedout ability could be scaled back a bit so it gives them a chance to survive for more than 1 round before they die, maybe lower it to 1-6 or 1-8 instead of 1-12.
marauderB 13 Feb, 2022 @ 6:29am 
Never mind: I missed that they are now running around independently. Looking good. Thanks, again.
marauderB 13 Feb, 2022 @ 6:24am 
Thanks looks like a fun mod.

Are the packs of "Hunting Small Spiders" supposed to run around independently? (Them showing up in green, and the description suggests they should.)

If so, is there something I need to do to make that happen or is there a different kind of bug?
RALATHEHUNTRESS and Co  [author] 13 Feb, 2022 @ 5:03am 
No problem, I wanted to port it over since it's one of my favourite mods from COE4. I did some rebalancing to hopefully make them less strong/overwhelming for when your against them and so that they aren't so OP for online games (tho they are still strong and I might hit them again in some areas). Otherwise yes I also love the "that was a good battle" statement when losing 5x more than the enemy :3
jnobody 13 Feb, 2022 @ 1:22am 
Thanks for porting the port it was one of my favorites. After a full run the class is still fun, they still they struggle against big poision immune units but a couple of webspinners and acidspitters and they're beatable mostly. I really like that The Matriarch is one of the only classes where you can lose 50 units and take out 8 and think "that was a good battle"