Conquest of Elysium 5

Conquest of Elysium 5

Death Guard Legion
79 Comments
Keansor 23 May @ 10:36pm 
Huh, fascinating. Ah well, I'll live. Mod's plenty fun anyways!
Vorochi  [author] 23 May @ 7:14pm 
There isn’t really any workaround to avoid this while still having the gnarlmaws spread.
Vorochi  [author] 23 May @ 7:13pm 
For whatever reason, making a unit a noncombatant makes all events ignore them.
They briefly were, but it made all of the tree spawns not happen at all.
Keansor 23 May @ 6:36pm 
Is there a way to make the Glutted Plagueflies noncombatants like the raven spies from necromancers, where they get eliminated by just moving over them? They tend to bloat my combat reports every turn and make me waste time trying to figure out which ones are actual battles because of their current status.
Vorochi  [author] 10 May @ 11:47pm 
Their current status is after about half a dozen nerfs, mostly to spawnrates of the trees and the units they make
fabian 10 May @ 11:43pm 
Gnarlmaws: you did a real good job with that mechanic: powerful, thematic and due to the (unreliable and) expensive summoning of the great unclean one very balanced and some what late game-ish
fabian 10 May @ 11:22pm 
Thank you
Vorochi  [author] 10 May @ 11:21pm 
The ritual may only be cast by Great Unclean Ones
fabian 10 May @ 11:04pm 
For those Gnarlmaws: I cannot find the ritual for that?. Or is that something that works passivyl like the pox/ nurgle rot?
Vorochi  [author] 10 May @ 9:19am 
That's already what the Gnarlmaws are for. It would be redundant to also make a terrain version.
fabian 10 May @ 7:51am 
Could you add an ritual where you can either remove or corrupt ancient forests and perhaps "the magical forests (I have an encountered them only 2 times in my playtime and do not remember the specifc name)" too? Or some kind of ritual which allows you to transform forests into nurgle gardens, similar to what the Mechanicus can do with bigger settlements, but for the Death guard with forests?
Vorochi  [author] 8 Apr @ 8:44am 
‘Front+’ means they’ll be more forwards than normal for their hit points. Unfortunately, they still have far fewer hit points than the other frontliners, so the game puts Beasts and other daemons in front either way. Not a bug, just the way the game works- though I wish it didn’t.
Keansor 8 Apr @ 7:31am 
Noticed an odd bug: the units listed as being ranked "front+" like nurglings and swarm flies are actually hanging out behind the regular "front" ranked units. Is this a thing for anyone else, or is it likely some kind of mod incompatibility issue?
Vorochi  [author] 28 Mar @ 5:04pm 
I recommend most modders joining the Conquest of Elysium discord, as there's plenty of people there who can help out
Vorochi  [author] 28 Mar @ 5:04pm 
You're free to take a look at it- though, be warned, this mod contains like 2,000 lines of just events to make all the freespawn work properly
Average Genestealer 28 Mar @ 4:41pm 
Hi! I'm working on a skaven mod and I plan on having the skavenslaves freespawn from infected villages. Do you mind if I take a look at your poxxed village code to see how to automatically turn a village into a rat village?
fabian 28 Jan @ 2:00am 
Great work with the Blightlords and the demonprinces: they look and work fantastic,. Very lore accurate
Vorochi  [author] 28 Jan @ 12:25am 
Terminators are now done- as is the first Daemon Primarch to arrive in Elysium, Mortarion, Lord of the Death Guard Legion.
Vorochi  [author] 13 Jan @ 7:10am 
Including proper Blightlord variants would already double the amount of Astartes sprites in the mod, and they’re a fair amount larger- meaning they take longer to make
Vorochi  [author] 13 Jan @ 6:02am 
That has taken as long as it has because it is an incredibly large amount of work.
fabian 12 Jan @ 11:40pm 
Could be please add the demon prince upgrade for the leader and recruitable terminators / a tier 3 upgrade for the space marines?
Vorochi  [author] 11 Jan @ 7:22am 
World Eaters are vaguely on the way. For now, the Daemons exist for Lost and the Damned.
Lostxenomorfo 11 Jan @ 4:31am 
Will you make one for Khorne as well?
Tom 14 Dec, 2024 @ 5:44pm 
hi
Vorochi  [author] 3 Nov, 2024 @ 2:26pm 
Hotfix uploaded
Vorochi  [author] 3 Nov, 2024 @ 12:28pm 
I can, however, take ‘tiny’ off of the flies and experiment with removing the wandering again. I’m not going to remove both the wandering *and* the freespawn commanders, as that was the entirety of the buff they received, which apparently pushed them from ‘easily the weakest faction’ to ‘extremely busted’
Vorochi  [author] 3 Nov, 2024 @ 12:23pm 
The fly swarms are also incapable of going more than one tile from a forest or swamp. If they were literally everywhere, that’s a problem of forest density.
Vorochi  [author] 3 Nov, 2024 @ 12:22pm 
Also, dark ages kneecaps Mechanicum and Tyranids pretty hard, whereas death guard can function relatively well, as they can use both forests and settlements.
Vorochi  [author] 3 Nov, 2024 @ 12:20pm 
I’m not going to give the main commander 3 AP. Nobody but the mounted Heralds not being slow is very intentional, both for thematic and balancing reasons.
Vorochi  [author] 3 Nov, 2024 @ 12:18pm 
- Roaming was added because the faction was far too weak in multiplayer, and they didn’t have enough commanders for the freespawn to be usable. It was added at the same time as the 1% chance for a Herald to spawn.

- Greater Daemons are already always a ritual, unless you’re referring to heralds

- I’m not making it tier 3, as I don’t want to make the additional sprites required. Adding new units is the hardest part of making these factions, as the sprites are quite time consuming, and space marines in particular burn me out very quickly. Also, Death Guard don’t really have a higher rank to use, besides named characters and maybe daemon princes.

- the fly swarms roaming is a necessary part of how certain events are structured. The intent was to make a more powerful version of Lord of the Forest, which turned out to only be doable via the roaming flies and trees as spawn markers.
Tracer Bullet 3 Nov, 2024 @ 11:52am 
I played another couple of rounds and its just not doable.

I put 3 AI nids on one team, 2 Mech on my team and a solo deathguard on its own in a dark ages map.

Lost horrifically. Every tile on the map had flies, which backline and capture everything.

Every tile is either an ambush or a fight making your armies crawl around the map.

My suggestions... At minimum prevent the fly swarms from roaming. You can up the fly spawn dramatically, but having them just buzz around is pure cancer.

I'd remove all random roaming period, especially from the early game. Being able to capture resource tiles passively is way to powerful.

Keep the demons the way they are in terms of strength and numbers, but I'd make those greater demons a ritual.

Lock the Great Unclean One behind 2 levels of mastery research similar to the Vanilla casters and flesh out the ritual roster so he is not accessible immediately.

Make the main hero have 3 AP as well but keep battle slow.
Vorochi  [author] 28 Oct, 2024 @ 12:11am 
Well, 'recently' as in the first week of October, alongside making their freespawn wander when not directly managed.
Vorochi  [author] 28 Oct, 2024 @ 12:10am 
Vanilla balance wasn't intended at all, it has mostly been tested against my other mods.
The trees only show up once a Great Unclean One has been summoned, which is roughly equivalent in cost to most of the vanilla gods.
The 'decay' access is through virtue of their spell schools.
The freespawn has been increased by a very very small amount recently, from a previously unusable number. I don't find most of it to be useful aside from a meatshield, until an Unclean One provides the trees.
Tracer Bullet 27 Oct, 2024 @ 8:33pm 
Uh. Fun opponent, but they snowball way to quick. If they didn't have the 'decay' purple damage you may have a chance if you cheese it, but the free spawn is just way to much.

They >>fully<< own the world a dozen turns in, and have infinite commanders and an army in each forest. They can be shot, but the plague flies are a little too tanky.

I recommend slowing down the freespawn dramatically, and making it a ritual to start a new plague host or something. Make it more akin to the Troll Mother for summoning flies and those damn trees.

As it stands now, vanilla factions don't stand a chance in hell, and pushing into their territory is impossible because you can't catch all their commanders who roam around.
Vorochi  [author] 16 Oct, 2024 @ 9:46pm 
The slow movement and limited ranged units- their only such choices being the Plague Marines themselves- are far more of a weakness than some might think at a first glance. Ranged units are very, very powerful in CoE, and their battleslow trait gives enemy ranged attackers far more time to cut down a given Death Guard formation before any damage can be done in return.
Vorochi  [author] 16 Oct, 2024 @ 9:42pm 
In previous testing, Death Guard is pretty hard countered by high-volume ranged fire, as they have very few units that can close the gap easily before being gunned down. Rubrics, Cadian infantrymen and the various ranged Tyranids are all great at this. Notably, Rubrics and Tyranids are also poison immune, so they take far less attrition from fighting the freespawn hordes. From my most recent testing, lone Rubrics defending settlements often cut down dozens of nurglings and such before being felled.
Vorochi  [author] 16 Oct, 2024 @ 9:42pm 
Notably, Death Guard barely benefits at all from AI difficulty levels, as their freespawn is entirely handled by events. All that AI difficulty does is give them more resources to spend on plague marines. Empire Age is a fairly massive boon to them compared to Monarchy, which is what they were tested on, due to the abundance of large settlements. Especially if you're playing without Wilder, they will snowball far faster in that context. It's a well known problem with all blood and hands nations in Empire, Death Guard simply feel it much more.

The higher MR on the Daemons (set the way it is because it is Nurgle's holy number) mainly comes up in regards to debuffs, and a handful of bespoke Thousand Sons spells. While I probably can tweak it, a lot of the effects, IE charm, are things that the Daemons are immune to regardless, for flavor reasons.
Vorochi  [author] 16 Oct, 2024 @ 9:42pm 
Right, I've been doing some playtesting, primarily as thousand sons against Jester AI Death Guard. I primarily play on Monarchy, with Wilder turned on, though this time it was turned off. While they absolutely snowballed, on a medium Monarchy map, they are at least somewhat containable. Rubrics make comparatively short work of them, though unsurprisingly the cultists and Spawn die in droves- they're chaff, after all, they're not supposed to do anything more than be bodies that stop your ranged units from dying off.

Spawn are due for a nerf, as the Thousand Sons ones recently were, I just haven't gotten around to it- I'm quite busy developing the next set of classes, as well as in my actual game development work. The faction's most recent changes were thanks to the feedback of a friend of mine who is frankly much better at CoE than I am, following a few 2v2 games done for testing purposes.
❤️Brisket❤ 16 Oct, 2024 @ 8:47pm 
I'll be honest. The death guard aren't something with an easy fix. The slow movement thing can indeed be a real pain, especially if your enemies are attacking somewhere disadvantageous. But, there needs to be something holding them back. Free units are a dangerous game to play. Give too much, and you have situations where you can drown the enemy in a sea of bodies. Every vanilla faction has upsides, and downsides. Necromancer has insanity. Cultist's free units are weak, and their summons can rebel. But, the death guard? They're just slow.
❤️Brisket❤ 16 Oct, 2024 @ 8:43pm 
I even gave the death guard a shot. You know, see if they just got, like, stupid lucky. But nope! I had loads of units real quick. I admit, the slow thing can be annoying. But, the AI can't get annoyed. I think that that's the biggest issue. Nurgle isn't fun to fight against, because they get heaps of stuff for free. And for the same reason, they aren't that fun to play. A strategy game should require strategy to win. And the death guard just... doesn't. The semi-stupid makes it so you got loads of mildly strong squads, which easily clear most independents. Most bandit groups can't handle three spawn and twelve walkers.
❤️Brisket❤ 16 Oct, 2024 @ 8:37pm 
Yeah, I suppose that came off a bit rude, my bad. I was just doing really well. Had an army of like, 300 guys. Loads of cultists, over a hundred spawn, plus daemons. I had the capitolium too. The issue is, every time I checked the scoreboard, the death guard were ridiculously far ahead. But then I see several nurgle armies show up, with close to equal numbers, in each army. I was on a roll, and had it snatched away. My daemon prince was great, sure. But, he ain't able to slay 500 guys on his own. When I lost, I checked the map. I had thought it was a close thing. They bring like, 800 guys, and I mangle more than half of them. But when I see that they have three quarters of the map under their control, with more than twenty armies? AND that each of said armies had several hundred units? I just got upset. I think that the main issue, is just how much stuff the death guard are given. The Troll king needs to spend 25 gold for a single ogre. The death guard get loads of spawn, for free.
Vorochi  [author] 16 Oct, 2024 @ 7:10am 
Also, if you could say more about what you did as the Thousand Sons, that would also be helpful in determining their strength.
Vorochi  [author] 16 Oct, 2024 @ 7:03am 
A lot of what you’ve mentioned usually means the AI has gotten very lucky, both in claiming settlements early and in the quantity of freespawn. The spawn events only trigger in fall, and are proportional to the size of the settlement they’re being spawned in. The nurglings, specifically, spawn about 1 per turn from the iconbearer commanders.
Vorochi  [author] 16 Oct, 2024 @ 6:31am 
No need to be rude. A lot of their mechanics were recently tweaked, on account of having been a fair amount weaker than my other class mods. A major problem of theirs for a while now was tedium, as well as being often unable to actually make it to the frontlines in time for the enemy to not have supercombatants out, which was recently tweaked via the flying heralds and the freespawn being semi-stupid.
❤️Brisket❤ 16 Oct, 2024 @ 5:10am 
So, credit where credit is due. There was clearly a lot of effort put into this mod. But holy FUCK is this unbalanced. Nurgle can churn out thousands of guys, basically for free. I was playing against the AI, who were on Jester, mind you. I was even playing the thousand sons, like the creator suggests. And three armies with like, 250 each. It got worse, though. Because they had far more than three armies. When I resigned due to the fifth army of several hundred bastards, I checked the map. Over twenty armies of these guys, plenty of which had over 80 units in them. The sheer amount of units Nurgle can throw out is ridiculous. Utterly ridiculous. Plus, the units aren't trash! 7 magic resistance on nurglings, means that plenty of magic won't do jack! The only drawback to Nurgle is that everything in their roster is slow. But, who cares, when you can get over a hundred units by turn 5? There's being unbalanced, and then there's being a cheat mod.
Vorochi  [author] 3 Oct, 2024 @ 6:23pm 
Looks like I made a typo in the code. About to push a fix for it.
Vorochi  [author] 3 Oct, 2024 @ 5:43pm 
The trouble would be any that directly interact with terrain groups, assuming it isn’t a bug with my own code
Leonapp 3 Oct, 2024 @ 5:18pm 
It's a bit of a list but here you go: Almost no friendly fire, Commanders, Empowered Royals, Guaranteed_Terrain, Heir_Of_Elysium, Insidiis Interficio, LootMiscellany, NoPlaneLock, Pretty Rapture, Queen Kill, QuickStart, QuickStartCCS, TrueSecretClassUnlock, cheat, and not sure if I used it, but !!!CompleteOverhaul would be the main suspect if I played with it on
Vorochi  [author] 3 Oct, 2024 @ 5:11pm 
What other mods are you currently running? Would be useful for me to know
Leonapp 3 Oct, 2024 @ 3:50pm 
Must be a mod conflict I suppose, thanks for the quick answer!