Conquest of Elysium 5

Conquest of Elysium 5

PVE_Architect
37 Comments
khjgames  [author] 5 Jun @ 6:28am 
Feel free to use or change any of our mod stuff, but please credit / link in your desc.
We indent everything for vs code so stuff should be easier to find.
Emperor Herb 31 May @ 2:37pm 
@khjgames

Would it be okay if use the resource and unit donation rituals and events in one of my mods?
khjgames  [author] 28 May @ 9:48am 
Correction for message below, (V: 1.17c)
khjgames  [author] 28 May @ 9:48am 
(V: 1.17b) update - Dismiss Alliance Unit . If you misclick / misplace / no longer need your Alliance Delegate you can immediately dismiss him using his ritual and try again. Likewise after doing their job if you would like to get rid of your Alliance Greeter you can Dismiss them getting rid of your stationary defender and allowing allies to take that tile again!
khjgames  [author] 28 May @ 9:15am 
Do keep in mind you'll need our Donation Patch to access that new Delegate Meeting elite architect ritual next to Donate Unit! I hope people find this fun and useful in co-op vs AI.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3451651573
khjgames  [author] 28 May @ 9:14am 
(V: 1.17b) update - Delegate Meeting. You can now use Delegate Meeting once per turn to summon a single defensive unit Allied Greeter to an allied square next turn. allowing you to travel onto that square without capturing it from your ally, and effectively allowing you to donate commanders and get your allies back into the game so long as they controlled a single tile even if they have no citadels, commanders, or units on the map! This makes it possible to bring back allies from almost complete devistation so long as a single tile with their ownership remained, perhaps a random farm somewhere.
TheHaluzer Official™ 3 Apr @ 2:51am 
do you have the option to make it possible to build more buildings closer to each other like before?
TheHaluzer Official™ 26 Mar @ 8:36am 
Nice perfect Thanks!
Will you be adding anything more to build in a new mod or this one?
khjgames  [author] 24 Mar @ 11:51pm 
@Pippin (V: 1.15) update - Cultivate Farmland, Create Hamlet and Construct Village have bugs have all been fixed and restrict placement as described. Build Towns description has been modified to reflect the placement restriction of no adjacent cities within 1 tile.
TheHaluzer Official™ 23 Mar @ 1:58am 
oooh alright thanks!
khjgames  [author] 22 Mar @ 9:23pm 
That's a base game mechanic. When you convert a settlement in vanilla it just caches the income and converts it at the time of casting, it does not update when the terrain changes, whether you upgrade the settlement or completely destroy it..
TheHaluzer Official™ 21 Mar @ 4:03pm 
i found a bug that if you play Voice of el build a farm convert it and delete it the cross is still there ad i think that you get payment for it
TheHaluzer Official™ 18 Mar @ 2:53am 
i think i saw that one!
Thank you very kindly for being such a kind person and sharing all of this info with its seriously very appreciated!
Thought question remains will you be able to make an new mod or update the architect with more rituals?
khjgames  [author] 17 Mar @ 1:03pm 
I try to link all related mods or collections in the descriptions, like how QoL overhaul has a seperate "Slow QoL Overhaul" version for those who don't like the movement cost changes.

Updated desc to include hacker patch since I only had bystander mod linked here.

[Hacker Patch:] https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3417994977
or
[Bystander Mod:] https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2517051574
TheHaluzer Official™ 17 Mar @ 4:28am 
If you create a seperate mod with that it would be more than amazing man it would be crazy amazing!
They do work in other planes?
so i can make a city of sinners? :O
How do i get access to the hacker pacth or bystander mod?
Im kinda new to this and conquest of elysium.
khjgames  [author] 16 Mar @ 11:14pm 
Also worth mentioning the rituals should work in other planes, and you can test lots in a creative-mode manner with our Hacker Patch or by selecting Bystander mod.
khjgames  [author] 16 Mar @ 11:09pm 
Ok I can make a separate terraformer / creator mod that can shape the world as you suggested with a very large / diverse pool of options. I want to keep this one fairly simple as its meant to be more supplemental, supportive / minor in nature and balanced within the context of the PVE suite classes. Also yeah, the descriptions are how the placement restrictions of the rituals are intended to work but currently there are some bugs which allow you to place them "not 3 tiles away". Will be fixed next patch whenever I get around to it.
TheHaluzer Official™ 16 Mar @ 4:48am 
Fantasitc man! Much appreciated!
If you could add possability to build temples, King castle, Capital, Gold mines/silver mines, coastal hamlets, deep sea deposits, ability to make iron swamps, forest, ancient forest, Enchanted forest, Market village, Ports, ability to add and remove fairy circle and lakes also old battlefields, convert abandoned mines into something.
That would be above amazing!

Also the information about towns vs villages are quite fussy as it says 3 blocks away thought i have had towns build closer and villages just next to it.


Also not sure how its working on other planes but if there is no support there maybe you could add some there as well?

But anyway this mod is the absolute best out there and i absolutely love your work man is fantastic
khjgames  [author] 12 Mar @ 10:07pm 
Yeah noticed the tile distance bugs and I think I know why they're happening, have to spend some time debugging to make sure then update all the rituals.
TheHaluzer Official™ 12 Mar @ 6:15am 
Love the mod but please fix that 3 tile away city stuff. cause its not working there is 5 tiles away and cant build a city must be some bug or something
Satan-Sama 8 Mar @ 5:48pm 
I for one am perfectly fine with these flaws. However, I would like to ask if there is some way to add in a way to make Atavi villages?
Pippin 5 Mar @ 8:30pm 
A lot of these are repeats so just hear me out-
I'm not sure if this was intentional; if so, the description doesn't match up.

For the Architect himself; the Farms can still be made adjacent to Hamlets, despite the ritual stating that they cannot.

Similarly, Hamlets can be made adjacent to Villages, despite the ritual stating they cannot.

Villages can be made adjacent to Towns, despite stating that they cannot be made within 3 tiles of them.

Towns are a bit different, for whatever reason; You cannot make a town DIRECTLY adjacent to a City, but you CAN make a Town within 3 tiles of a city, so long as it's not directly adjacent.

If this is intentional, metropolis spread is cool, but wanted to mention just in case it wasn't. Can post screenshots if wanted.
khjgames  [author] 25 Feb @ 3:11pm 
Old saves won't work after bug fixes affecting monster creation, which has occurred in voice of el, high cultist, and the architects case, As far as I've been informed there aren't any more bugs so saves from this point on should be relatively future-proof.

Also at any point you could fork mods to ignore updates, although this is probably a bad idea as any changes that break saves are fixing largely broken mechanics.
woat 25 Feb @ 2:27pm 
After this update, in my current game, all my architects reverted to base level and the upgrade options weren't allowing me to upgrade them. Plus, one didn't have the option to do large iron donation and iron gate for whatever reason. I'll try another game...
khjgames  [author] 23 Feb @ 2:47pm 
@Satan-Sama thanks for the bug report, after some debugging the Donation Rituals have been tested and fixed as of Architect (V: 1.13) (you can see the version in description in game mod)
Satan-Sama 22 Feb @ 8:39pm 
Seems like the current donations thing isn't working. My friend spent a while just sneakily building up walls of donated stuff into my base, and it just built up.
khjgames  [author] 20 Feb @ 8:32pm 
If you ever have more wishes or cool ideas for any mods / qol / classes / content feel free to share them. https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3411062099/603020523905024990/?tscn=1738297250
Cloak 19 Feb @ 7:07pm 
Works beautifully now! Can't thank you enough. This has become my favourite game and this in particular is one of my favourite mods. Wish you and yours only the best.
khjgames  [author] 17 Feb @ 8:25pm 
@Cloak, Hi thanks for the bug report, we had a slight typo in both mods for the enchanter which was causing that bug. This issue should now be fixed as of (V: 1.11)
Cloak 17 Feb @ 5:34pm 
Love this mod.

Ran into an issue where this and the Primal Core PVE mod aren't working for Enchanter. I disabled all other mods, restarted, and all that jazz. For whatever reason, Enchanter just didn't get the starting guardian and architects didn't appear to be recruited.
khjgames  [author] 15 Feb @ 3:49pm 
Unless the donations are bugged / broken. They should do just as they say. Donate x of a resource to the square-owning player. Ergo you summon medium iron donation unit for 20 iron on an allied players settlement / citadel, and the next turn that unit should automatically be killed, and you should receive a message "You donated 20 iron to an ally", and the allied player would receive the message "Your friend sent you 20 iron" and gain 20 iron.
Verro 14 Feb @ 5:41pm 
So the donation creates a box in that location, but doesn't seem to actually give the allied player gold? What am I missing this time? :)
khjgames  [author] 20 Jan @ 5:50am 
Should have theoretically fixed a bug that caused architect recruitments to not show up / show up way less than intended. Will playtest more to figure it out soon.
khjgames  [author] 18 Jan @ 10:51pm 
Wording will be clarified for Cultivate Farmland, as it targets the Flatland terrain group which contains plain/forest/savanna , etc.

Create hamlet has a NoNearby1Req for other hamlets/coastal hamlets and generic "Village"(s) but not special villages like trade villages, villages of the damned, etc.
BadCub 18 Jan @ 10:23pm 
Cultivate farm can be casted on forests despite the description saying that it can only be casted on flat land.
BadCub 18 Jan @ 10:16pm 
Construct Hamlet can be casted next to villages, despite description saying that it should not be possible.
khjgames  [author] 18 Jan @ 8:30pm 
If you experience errors make sure you have our PVE_Base mod installed and enabled.

PVE_Base is REQUIRED for the mods in our PVE Suite to function properly.
You should be able to find it under Required Items on the right or the Perseverance Suite collection.