Conquest of Elysium 5

Conquest of Elysium 5

Thousand Sons Legion
45 Comments
Vorochi  [author] 28 Feb @ 1:31pm 
Major update today! Cultists and Renegades of Tzeentch have been completely revamped, and now behave much more similarly to those of the Lost and the Damned. The sprites are now entirely unique, with Tzeentch gaining access to new cultist Sorcerers and Icons, alongside lasgun-armed renegades and knife-wielding cultists. The cultist hordes of Tzeentch should now be much more able to hold their own against the forces of the Emperor and Xenos armies. As well, Rubric Marines have been made marginally cheaper to summon.
Lostxenomorfo 11 Jan @ 10:22am 
Sounds Fair, thanks!
Vorochi  [author] 11 Jan @ 9:27am 
As long as you're consistently proselytizing, the cults should produce far more troops than their upkeep
Vorochi  [author] 11 Jan @ 9:25am 
The cost numbers might well do with some tweaking, but the primary purpose of the cultists is to act as a frontline for your casters and Daemons. Unlike the Lost and the Damned versions, the non-proselytize rituals are less important, as your Sorcerers are perfectly capable of conjuring daemons.
Another major benefit is that tier 3 cults, accessible via Manipulation sorcerers, grant access to additional blessings without sacrificing settlements.
Lostxenomorfo 11 Jan @ 8:44am 
Been playing a few games as them and can't stop feeling that the cultist mechanic for villages is a bit weak. It's a bit micro intensive since you can't put one single ritual on repeat, and the cost per turn to the sacrifice ratio feels too low. Perhaps I'm understanding the concept wrong? Would like some help
Ortoblast 22 Nov, 2024 @ 3:15am 
Sounds cool
Vorochi  [author] 21 Nov, 2024 @ 4:25pm 
Major update today, with a multiplayer version in the works relatively soon. Expect some bugs, I'll be working out the kinks as I receive feedback about the new content!
Bennymax26 31 Oct, 2024 @ 9:55pm 
ok
Vorochi  [author] 31 Oct, 2024 @ 7:11am 
Modders can’t change anything about the spell schools in the vanilla game
The Apothecaries aren’t really there to heal things- they can’t do many operations on Rubricae- they are there to bring you more Astartes
Bennymax26 31 Oct, 2024 @ 5:18am 
hello could you tweak the value of the apothecary to get the regeneration spell more often? because im having trouble healing my units with 2 apothecary's who only know poison and poison resistant.
Vorochi  [author] 6 Oct, 2024 @ 9:09am 
As far as cult overviews, the rituals to join the cults gives a vague description of what the Cult does. Beyond that, part of CoE's fun is learning what all the rituals do.
Vorochi  [author] 6 Oct, 2024 @ 8:56am 
@fabian After some testing, I haven't had any issues with either ritual. The uprising ritual is restricted on where it can target, though, which might be the trouble you're having.
fabian 6 Oct, 2024 @ 1:51am 
Could you add into the mod description an overview for each cult?
fabian 6 Oct, 2024 @ 12:51am 
The Increased recruitment chance for swordmaster and cult leaders works like a charm; still balanced through the cost; helps the faction through the very short vulnerable early game. During experiementing with the sorcerer cults I could not get the firestorm ritual from magic cult and the raise cult from duplcitiy to get working...
fabian 2 Oct, 2024 @ 1:50am 
Thanks.
Vorochi  [author] 1 Oct, 2024 @ 3:28pm 
I fiddled with it a bit. The Khenetai should now be much more common if you don't already own one, and go back to normal once you do.
Vorochi  [author] 1 Oct, 2024 @ 10:11am 
Their recruit chance is about on par with normal mages/commanders, last I checked. Raw power isn’t the goal for the class, I like it to be at least somewhat balanced.
Also, the Order of the Jackal isnt the only way to access sorcerers, if that’s the issue you’re having.
fabian 1 Oct, 2024 @ 7:39am 
Can you increase the chance for getting prophets and the cult of jackal unit (the unit you use to upradge and then with the upgrade you can upgrade thrall units to sorcercers), There rarity is the only thing that keeps this faction from being realy powerful. The design for the sorcercers is fantastic.
Vorochi  [author] 30 Sep, 2024 @ 7:05pm 
Problem identified and fixed. Looks like it was a typo on the weapon itself, not an issue with the monster directly.
Vorochi  [author] 30 Sep, 2024 @ 6:57pm 
What other mods are you using?
@Ivelios
Ivelios 30 Sep, 2024 @ 4:23pm 
Flamers of Tzeentch appear to have no weapon profile. I am using several other mods, so I don't know if it exists like this with just this mod alone.
Vorochi  [author] 17 Sep, 2024 @ 7:58pm 
Major update today! Thanks to Sombre for providing the last needed sprites, the Spawn and Daemon portions of the roster are entirely filled out, with the exception of named characters.
Vorochi  [author] 13 Sep, 2024 @ 7:37am 
The cultists aren’t any kind of stupid
Vorochi  [author] 9 Sep, 2024 @ 5:26pm 
@melloth_the_woodelf Should be fixed now!
melloth_the_woodelf 8 Sep, 2024 @ 7:26pm 
When i use the tier 3 manipulation sorcerer ritual establish cult the resulting prophet doesn't seem to get the right rituals (only wander around and sacrifice ) and when i let him wander he didn't get any rituals at all after the transformation
Gentleman Crow 6 Sep, 2024 @ 12:08am 
Sweet! Thanks for letting me know. I didn't know if you forgot to cross out the things to do on the list or not. If that's the case then I'm really excited for the future of your mods!
Vorochi  [author] 5 Sep, 2024 @ 6:53pm 
Current content being worked on is Deathshroud and Grave Wardens for the Death Guard, plus passively working on other factions
Vorochi  [author] 5 Sep, 2024 @ 6:52pm 
The to-do list should be up-to-date on both, in terms of things that need to be done
Gentleman Crow 5 Sep, 2024 @ 4:19pm 
Is your to-do list for this mod and the Death Guard mod completely done? Also both look incredibly fun mods to play!
Vorochi  [author] 29 Aug, 2024 @ 2:14pm 
It was worked on for about two months prior to being posted. But yes- it was only actually uploaded a week or so ago.
VoidBlood 29 Aug, 2024 @ 8:53am 
Huh, this was posted pretty recently
Vorochi  [author] 25 Aug, 2024 @ 10:25pm 
Daemon Princes have now been added!
As far as gameplay functionality, the mod is now effectively finished. There are still plenty of things I plan to add, but the primary gameplay loop of the Legion is fully functional, and its lategame content is largely done, save extra rituals.
Booge 24 Aug, 2024 @ 9:20pm 
This mod is so much fun to play! I highly recommend starting with the Mutation Sorcerer since they generate many extra bulky units for your frontline. Every different type of sorcerer has a strong unique ritual and the mechanics of this mod are really refreshing. I can not wait to see where this goes!

This class is extremely fun in a duel where you both play as it.
Chief 24 Aug, 2024 @ 9:17pm 
great job so far
DaimonTrology 23 Aug, 2024 @ 12:56pm 
How do I access this web browser?
Omega 22 Aug, 2024 @ 3:18pm 
Love the Thousand Sons, looking forward to trying this and updates.
Vorochi  [author] 21 Aug, 2024 @ 3:30pm 
Major update today- added Lords of Change and Exalted Sorcerers. Should make the late-game much more interesting, albeit still not finished. Feedback on the balance of those units would be greatly appreciated.
Gubbins 21 Aug, 2024 @ 3:25pm 
i thought i'd seen it before somewhere
thank you for the hidden knowledge
i assume i'll have to pay dearly for it
Vorochi  [author] 21 Aug, 2024 @ 2:13pm 
@Gubbins
That bit of code is pulled directly from the Kobold recruitment list. Assuming it's working correctly, it should increase recruit chance when those Sorcerers are present.
Gubbins 21 Aug, 2024 @ 1:39pm 
sweet mod Vorochi!
but what does the $ in {reclimiter "$Sorcerer of Scheming"} signify?
Vorochi  [author] 20 Aug, 2024 @ 9:38pm 
Lords of Change will most likely be added around the same time.
Vorochi  [author] 20 Aug, 2024 @ 9:38pm 
Daemon Princes are amongst the 'additional Daemons of Tzeentch' part. The slowness on them is mostly that large sprites take a while to make.
clong666 20 Aug, 2024 @ 8:37pm 
Amazing Mod!!!
Kinda wish the daemon prince would be in to do list though.
Vorochi  [author] 20 Aug, 2024 @ 8:15pm 
@[XIX] Vanguard
Thank you!
The recruit chances for the mages are all a bit higher than vanilla mages by around 5%. However, due to the lack of the typical non-mage captain, they’ve ended up with a dirth of commanders to ferry troops. To remedy this, I increased the odds of getting Thrall Wizards in the newest update.
[XIX] Vanguard 20 Aug, 2024 @ 5:05am 
Great mod so far. It would be nice if the prophets and thrall wizards were more easily available with a ritual. The chances for recruitment seem pretty low right now.