Conquest of Elysium 5

Conquest of Elysium 5

PVE_Voice_of_El
25 Comments
Pippin 5 Mar @ 8:47pm 
Sacred sites; being any level of Bastion of Faith, Sacred Mountains, and Sacred Plains ignore the movement penalty from Snow, incredibly minor as that is.
Pippin 1 Mar @ 3:08pm 
The Crusader leaders' "Holy Armaments" ritual can sometimes spawn Cursed Magic Items (crystal heart, blood sickle, et cetera.)

This isn't a problem, as the cursed items can actually be pretty good! The only problem is, being cursed items.. They cannot be removed from the chest- At all.
If the chest dies in combat, the cursed item goes to a random commander unit- but there's no guarantee of making the chest 'die,' and the ritual 'destroy chest' makes all items with the chest disappear; making cursed items unable to be obtained intentionally, and sometimes just making the spell 'fail' by proxy. This is so far my only bug noticed with the mod.
khjgames  [author] 26 Feb @ 12:57am 
probably not all as I just don't enjoy all the classes / have enough ideas for 25 different engaging play styles, mechanics, etc, but I do plan to do more, and also rebalance patches for other mods classes to 'buff them to the level of perseverance collection classes.

Overall class balancing can be discussed in the collection discussion / comments and I setup a discussion for upcoming content as well where I mentioned a few of my ideas and ask for suggestions. Linked from collection or tat the bottom of our class mods.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3411062099/603020523905024990/?tscn=1738297250
Satan-Sama 25 Feb @ 10:34pm 
Gotcha. Still doing more testing with friend, will be going through everything with as fine tooth combs as we can. Also, will you be doing all the classes over time?
khjgames  [author] 25 Feb @ 2:53pm 
@Satan-Sama sacred mountain movement cost is an oversight. Supposed to cost 2.
Satan-Sama 24 Feb @ 6:05pm 
Just curious, are Sacred Mountains supposed to be only one movement?
khjgames  [author] 22 Feb @ 11:09pm 
An interesting idea I could do is make it so the reward for destruction of a bastion of faith increases by 7 gold and 3 iron with each celestial arch angel, seraph, or ophan spawned.

Or something like that. So overcoming free god-tier stationary defenders at least rewards the conquerors slightly more for the losses they're bound to suffer.
khjgames  [author] 21 Feb @ 12:43pm 
Did (v: 1.11) actually fix the item creation junk? Have I cracked the code? Have I slain the mythical 'spr command did nothing' error?
Find out on the next episode of dragon ball z.
khjgames  [author] 31 Jan @ 7:16am 
@haychy101. Here you go.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3405661956/603020878754694391/

First class guide I finished, especially since this class had the most newer mechanics it was most important to do first I hope to do the high cultist next as its the second most needing of a guide, and eventually to finish writing guides at least short ones for every one of our classes.
haychy101 30 Jan @ 9:04pm 
probably needs a more extensive guide on how the new mechanics work...
Darthnater 29 Jan @ 7:46am 
How do tombs work. I conquer it, get a tomb map, but can't seem to do anything with it.
Darthnater 25 Jan @ 5:32am 
I'll try that tonight after work thank you!
khjgames  [author] 24 Jan @ 8:28pm 
Oh, and if you have trouble finding their mod folder it should be at Steam\steamapps\workshop\content\1606340\2802643577
khjgames  [author] 24 Jan @ 8:26pm 
Hope that helps!
khjgames  [author] 24 Jan @ 8:25pm 
@Darthnater Thats due to conflicting mod orders, if you want to play with our suite + the Special Commanders mod, just add modprio 9 to line 3 of their mod "Commanders.c5m", in a text editor, save and use the patched one, any multiplayer participants would also have to use the patched version of the mod.
Darthnater 23 Jan @ 5:35pm 
There's a mod I love to use, It let's you recruit commanders from other factions if you take control of the Academy. It does not work with any of your faction PVE mods, but does with the core/base/events PVE mods. Any idea why your faction mods disable it?
Special Commanders (At Academy)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/comments/2802643577
Aric The Mad Doktor 22 Jan @ 9:15pm 
Im just using all the pve mods for now, playing in single player, i did un-subscribe and re-subscribe after seeing the previous post mentioning the fix, but that was before this newest play through, but can give it another go and see if it was a one and done hiccup
khjgames  [author] 22 Jan @ 4:55pm 
If you find any of the PVE Suite classes are under or overperforming consistently as AI players against each other, even at specific stages of the game (ex: early, mid, late game) feel free to mention it and we'll add some more specific balance tweaks for the AI at that phase of the game so they provide more engaging challenges.
khjgames  [author] 22 Jan @ 4:51pm 
Haven't been able to replicate the bastion of faith leveling bug you mentioned, its working fine for me in tests, what mods are you playing with, did you have the latest versions of voice of el and base mod? Is it a multiplayer session or single player?
khjgames  [author] 22 Jan @ 2:54pm 
Bastions of faith are supposed to take 8 turns between each level up, (0->1, 1->2, 2->3).
If nothing is broken. Sorry about all the bugs, originally this was a 26k line single mod for personal use we played with for a year that we decided to try splitting into modules and releasing on the workshop. Still fixing issues arising from splitting some of the logic improperly.
khjgames  [author] 22 Jan @ 2:51pm 
v Oh man I thought I fixed it! Let me do a full playthrough and check everything is working properly, its supposed to take a fixed number of turns to upgrade, with the only RNG mechanics being what celestial defenders you get, if any, every 6 turns or so. Also at some point I need to stop procrastinating and write my post on class mechanics & player guide for the classes
Aric The Mad Doktor 22 Jan @ 9:04am 
I really like the bastion of faith as a concept, though i assume its rng based on upgrading, since im roughly 5 or 6 winters in and its still level 0, but i certainly see where it could be neat for other factions/most factions to have evolving fortresses, Bastion Of Undeath for example, but great set of mods, certainly a unique take on the overhaul format so far
khjgames  [author] 19 Jan @ 2:09pm 
Fixed some broken bits, still need more playtesting, be sure to update this & PVE_Base.

Had forgotten some dependencies and accidentally deleted 100+ lines of code somewhere along the line.

I plan to write a Player Guide & Class Mechanics post soon-ish to explain everything about all our class mods, especially the voice of el as it is has the most new mechanics while also using as much base game content as possible.
Red_Comrade00 19 Jan @ 5:12am 
I can't quite grasp the mod, feels like I'm missing something. So how do I actually upgrade the Bastion of Faith? It stays at lvl 0 at all times, there's no rituals, and I can only build new ones at higher level. I also can't understand how Sacred Mountains and Plains work, I use unearth tomb, it spawns tomb entrance... and that's it. Nothing else comes out of it.
khjgames  [author] 18 Jan @ 8:35pm 
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.