Conquest of Elysium 5

Conquest of Elysium 5

Elysium Remastered
314 Comments
Ragnar Sfinx  [author] 1 hour ago 
New update: Many new targets for Greater Reanimation. You will have to dig around to find them. Fun fun.

Also the usual minor tweaks and fixes.

As always: If this breaks a game you want to finish, the previous mod version is accessible from the backup folder.
Ragnar Sfinx  [author] 31 Jul @ 4:19pm 
Ah good! Sounds like you more or less solved that one on your own :-)

Prevent AI Suicide Mod should mostly be unnecessary when running this one btw. There is a bunch of suicide counter measures included already.
Zug 31 Jul @ 2:36pm 
I found out the issue and your advice helped me notice it! There is a unit called Nether's Test Guy at the very bottom of the mod file, and it adds 15000 gold, 2000 iron, and 2000 trade, and 2 of them were spawned into my game. They replaced units from the Prevent AI Suicide mod, so i think that is where the issue came from, some sort of mod incompatibility. Should be able to resolve the issue now!!!
Zug 31 Jul @ 2:26pm 
Thanks for the response and information. Really enjoy the mod btw, thanks for all your hard work.
Ragnar Sfinx  [author] 31 Jul @ 6:41am 
An insanely hacky solution could be to simply revert it manually, by giving some monster you own a corresponding negative income modifier. If you want to try, the code would be

selectmonster "Demonologist" #or whichever other monster you own exactly one of
gold -30000
trade -4000
iron -4000

just copy that in the bottom of the relevant .c5m (notepad will work). If you acquire more than one of said monster, you will need to adjust the numbers accordingly of course. And remember to delete the lines it if you restart the game.
Ragnar Sfinx  [author] 31 Jul @ 6:40am 
Hey Zug, thats annoying. It does not sound like the ordinary issues stemming from incompatible mod- and savegame file versions. Those are usually unit and ritual id´s being shuffled around, as you experienced when trying the earlier backup. Also no updates since the 25th.

My immediate guess would be a savegame glitch from some other source, including local or network issues (or other mods if you have more than one). I can´t rule out that running this thing is part of it, but if its not directly caused by an update, then going back in time is not going to help.
Zug 30 Jul @ 5:41pm 
After finding the workshop mod folder and tinkering with it, i discovered that going back to backup dated 250725 did not fix it the issue. Going back to the backup dated 220725 fixed the income issue, but changed all the armies because it wasn't the same version of the mod I started the run on.
Zug 30 Jul @ 4:34pm 
For reference after doing the math. The game is adding 30000 gold, 4000 iron, and 4000 trade a turn, with no apparent source.
Zug 30 Jul @ 4:28pm 
My recent save game with Demonologist has an issue after updating. When I load the game, my gold, iron, and trade income are hugely inflated, to thousands and tens of thousands, but when i click on them, none of the listed sources show any changed income amounts. Not sure what to do.

the game shows as having updated today, but when i go to the mod folder, there is nothing there and no backup folder. Yet all the mods are accessible in game. It seems like Steam isn't installing them in the mod folder?
Ragnar Sfinx  [author] 27 Jul @ 12:35pm 
@ Jambondepays: Sounds like it is bugged yes. Probably a copystat error. I´ll look at it.

@ BlackNecron: Thanks for the support - and patience. I get the frustration. It is a problem of COE modding in general. I try to minimize the disruption whenever possible, but is impossible to avoid. So yeah, many updates bring many broken saves.

There is in fact a solution for you - and I should probably sticky this somewhere very visible by now: The previous mod file is always (almost) included in the update. Go to the mod folder (accessed from the in-game navigator), open Backup folder, copy the relevant .c5m to the main folder, and load that one from the mod selection. It will let you finish whichever game you were playing. Completely harmless, and will reset when Steam updates.
BlackNecron 27 Jul @ 7:15am 
You are doing good work with this mod. I will just add that it is very frustrating that even minor updates seem to break saves, though I suppose that may be a problem of Elysium modding in general. I could of course just continue my senator run where all centurions turned into magistrates without rituals and the god emperor of the underworld is no longer interested in opening portals to said underworld, or the enchanter one where my enchanters forgot all their rituals and I suddenly have trolls and ettins around, but it is, well, frustrating XD
Jambondepays 27 Jul @ 7:12am 
is the champion of flames from the warlock bugged? the description says it has pyromantic spells, but it has no combat magic
Ragnar Sfinx  [author] 25 Jul @ 1:09pm 
Minor update. Voice of El gets access to Preachers for more reliable early game conversion. Also some bug fixes and stat adjustments.
Ragnar Sfinx  [author] 25 Jul @ 12:50pm 
@AKEKHQ: Glad you like it! Barbarian gold bonus is a bug. Just fixed it in fact, just haven´t uploaded the patch yet. Ranger Traps worked fine last I tried them but will check again. Agree they should be stealthy by the way.

Edit: I see what you are talking about with the traps. That is intentional, to avoid spamming. They only work if you garrison the square with actual combat units. If left alone they don´t do anything. The ritual text specifically mentions this.
AKEKHQ 25 Jul @ 11:41am 
Soo far really like the changes, especialy barbarian. vanilla felt really incoherent after the early game.
AKEKHQ 25 Jul @ 11:40am 
Barbarian king seems to get 50% income bonus to all basic resources (gold/iron/trade), is that intentional?
Also the royal ranger traps dont seem to do anything (also i think they should be stealthy not invisible) ive had several enemies step on them and they just do nothing and die.
Ragnar Sfinx  [author] 24 Jul @ 5:45am 
Hey, thanks for suggestions! At the current pace everything will eventually get more content, Druid included, and I do have some ideas. Mostly a matter of time and priorities - right now the Druid is in a pretty good place, so not top of the todo-list.
Doppelganger 23 Jul @ 1:52pm 
excellent mod. thanks :)
Im wondering if you are planning on adding some more features to the Druid faction?
Im thinking something fun like the Druid took control over Spider Thicket, Ant Hills or even bee hives.
My favorite part of playing the Druids is watching the Sheppards of the Forest fight but is kind of late game but it would be cool if the Druids had something similar but weaker early game or maybe a Druid version of Troll Forest where stealthy units grow setting a trap for whatever enters the square.
Ragnar Sfinx  [author] 22 Jul @ 3:17pm 
New update. A lot of balance and quality of life adjustments for the Necromancer. Mostly early- and midgame focused. Makes things play out a lot smoother.

Since ritual tree is altered, this may break saves. Apologies for this, as always. Previous modfile (.c5m) can be accessed from the Backup folder if you have a game to finish.
NullPointer 21 Jul @ 6:20am 
@Leunan
Right now there is a long discussion regarding guildmaster.
It's more directed towards smoothing out his early game by summoning units when a guild is created.
https://github.com/Conquest-of-Elysium-Mods/elysium-remastered/issues/2

Right now github is mostly me debating with Ragnar but i think we both wish more people shared their ideas there
Leunan 20 Jul @ 12:27am 
Are there any new guilds planned for the guild master?
Ragnar Sfinx  [author] 18 Jul @ 3:36pm 
@ New update: Added two new void terrains, in case your void expeditions somehow felt uneventful. A lovecraftian city of nightmares and a certain crowdpleaser in the form of giant phase spider webs.

Some fixes for Burgmeister
- Clockwork constructs elemental resistances corrected (now between 75 and 100 as intended)
- 10% chance of new Burgmeister offers if you don´t have one
- Manufactory gets walls and a gate

Random bugs
- Sea Bastion battlemap fixed. You can no longer sail on land there.
Ragnar Sfinx  [author] 18 Jul @ 3:35pm 
@ ScottyG: Hah. Yeah, while that does actually sound fun, I don´t think I will rebuild anything based on that experience.
ScottyG 18 Jul @ 9:21am 
i have 5 mods, starting defense only, your mod, bystander, raise the levies, and autonomous vassals RTL version. i 100% think it was a random event the propped up. it gave all the citadels kobold mages. i was then able to gain gems. which was cool i was able to sell them. but they quickly stacked up to the thousands lol,
Ragnar Sfinx  [author] 18 Jul @ 5:50am 
@Scotty: So if I understand you right, you're asking for more ways to spend resources that the class wasn't meant to use? ... Probably the easiest fix for that particular luxury problem is to just avoid mods that let you collect them in the first place xD
ScottyG 17 Jul @ 6:09am 
If only the elysium world was Infinite generated. Playing on enormous still feels small lol. I play baron with raise the levies and another that automates vassals. Its so fun, but sometimes i wish i could just ignore my adversary and run in one direction and still be in the overworld discovering random things without running into the void. The real endgoal isnt destroying my enemy AI. It's conquering all the planes and making stupid armies. Include a way for the other classes to get rid of other useless currencies quicker. One game i got over 20k rubies as a baron with nothing to do lol
Ragnar Sfinx  [author] 17 Jul @ 2:41am 
Yeah I know. For future reference: If it happens again, check for updates on the active mods you have installed. If it is this one, I (almost) always make the previous version accessible. Just copy the .c5m from backup to main folder and finish the game from that.
Noobmaster21 17 Jul @ 1:49am 
That sucks, but thanks for the quick reply.
Ragnar Sfinx  [author] 16 Jul @ 11:28am 
@Noobmaster: Corrupted savegame. Can happen if a mod is updated between sessions. I did not touch this one since last week, so I don´t think it´s from this one. My guess would be that either another mod updated, or your save broke due to a local issue. But yeah, I don´t know.
Noobmaster21 16 Jul @ 10:13am 
Hello, I'm currently playing as Senator with this mod. However when i loaded my save file from yesterday the special recruitment soldiers from the serpent cult guys seem to have turned into "Imperial trade caravans" instead.
Ragnar Sfinx  [author] 13 Jul @ 2:23pm 
Ok ok ;) Reasoning as follows:

Witch and Troll are rooted in folklore, figures tied to dark forests, bogs etc. I wanted them to feel like they inhabit and protect those places. I removed fungus from dead forests to support that theme, since getting the same income from ruined land encouraged them to destroy rather than defend their woods.

The change opened up design space: the Witch got a new ritual to help her keep key forests intact, and Wither Wood (which mostly did nothing) could become a more interesting short-term gain vs. long-term cost tradeoff. It also opened some thematic counterplay, like a Baron fighting witches by farming swamps or chopping forests.

Balance-wise, it made little difference. Fungus was already abundant.

But yeah, after some yelling polite objections on Discord, I’ve changed it. Witches’ Woods is now reworked to give non-economic benefits, so forest preservation still matters. Wither Wood may get a second look later.
shin.satsuma 11 Jul @ 7:03pm 
I am curious as to what the reasoning was, but ok :).
Ragnar Sfinx  [author] 11 Jul @ 12:02pm 
@ shin: 👍 dead forest change is reverted as of yesterday. I could go go into the original reasoning at length, but is a moot point now. Other people had same reaction as you, so i did something else instead.
shin.satsuma 11 Jul @ 11:02am 
Yeah, it does seem somehow we had our c5m files out of sync. We had made the game anew with the latest patch, but somehow one of our steam's had failed to update the c5m. We're adding checking timestamps on files to our startup check list ;). Will let you know if we see more randomness.

Still serious about the burnt forests question vis a vis mushrooms. Seems like an odd change.
Ragnar Sfinx  [author] 11 Jul @ 8:50am 
Right, will take a look at burgmeister rec rates. You get a straight replacement for Ents in Topiary Guardians. Glad you like it though!
Rumanox 11 Jul @ 6:57am 
I see, so i had this multiplayer game where my burgmeister died before i could level him up and i never got another recruitment offer, maybe that's something to look into. The mod has been great fun so far and we have been enjoying it.
Also in this game i have noticed a lack of front line for the class. Now that the class has no ents maybe the horticulturist should summon more ants or have the animal summoning rituals looked at?
I will run another singleplayer game to fully test the new burgmeister, thanks for the mod again and have a nice weekend.
Ragnar Sfinx  [author] 11 Jul @ 3:58am 
@ rumanox: no, 175 res is not intended. Thanks for pointing it out. great gardens is unlocked by promoting Burgmeister as far as I remember. No computer access for the weekend so cant check for you.
Rumanox 10 Jul @ 9:38pm 
Are the Horologist's constructs supposed to have 175 fire and lightning resistances? Also i cant see a way to make a Great Garden anywhere.
Ragnar Sfinx  [author] 10 Jul @ 8:57pm 
Its a broken save, likely caused by the update yesterday. Very illustrative of what i was saying xD. Can be fixed by playing from the previous mod file, it is in the backup folder. Just copy the .c5m to the main mod folder.
shin.satsuma 10 Jul @ 6:56pm 
Uh... I think there's another bug? I was just offered "swanherds" for 20g as the Cloud King, but on my recruitment list, for 20g and 5 sapphires they were listed as "Dark Ones", with Defilement 4... which seemed like a bug.

Also, both of my starting casters started without rituals.
Ragnar Sfinx  [author] 10 Jul @ 3:39pm 
Lobby can cause strange bugs with big mods. Not something I can easily replicate or test for unfortunately. But broken saves etc is the most common source of complaints, and I did release a patch just before you wrote, so just figured it was best to be safe.

as for dead fungus and mushrooms. Check latest update. But original reasoning was simply flavor driven. Fungus classes are creatures of the land. It seemed off that Witch especially - and Troll King to some extent - were actively incentivized to destroy every forest they could get their hands on.
shin.satsuma 10 Jul @ 3:03pm 
On an unrelated note, why did you take mushroom production away from burnt forests? Given how many events just... burn forests for free, it's a pretty big change for mushroom dependent factions.
shin.satsuma 10 Jul @ 3:01pm 
nvm, found it. I remembered where that number id came from. But yes, it's up to date :).
shin.satsuma 10 Jul @ 2:57pm 
I did't think saves were local when playing on the lobby? As near as we can tell we were on the same version--we're both subscribed, it updates automatically and we both had downloads. It's a little hard to know for individual mods if they were properly updated if they don't feature a version somewhere? Or does ER have one? Best I could hope for was last modified dates, assuming I found the mods in all the semi-anonymous numbered folders....
Ragnar Sfinx  [author] 9 Jul @ 10:13pm 
Sounds like lobby issue. Make sure both are fully updated w latest patch and that saves are intact.
shin.satsuma 9 Jul @ 7:37pm 
We're getting a lot of infinite turns playing networked. Happened three times so far. When we reconnect, we're set back a turn (position wise), and some of the details have changed.
Ragnar Sfinx  [author] 9 Jul @ 12:11pm 
@ Gentleman Crow: Glad to hear it!

@ Llamalord: He does not, no. The Pale One lore tells of the King as a martyr destined to lead his people to the surface and die there. I think that is fantastically evocative, and I do not want to spoil the effect by just offering a replacement King.

From a mechanical point of view, the Pale Ones are not built around the king, so it is ok for him to perish after the early game expansion rush. In contrast Troll King is severely handicapped by losing either Troll King or Mum, at any point in the game.
Llamallord 9 Jul @ 7:22am 
Since the troll king can get new recruitment offers for him and his mum if they die, does the pale one king of the deep have the same thing?
Gentleman Crow 9 Jul @ 12:59am 
I think that this has to be one of my favorite mods for CoE 5.
Ragnar Sfinx  [author] 8 Jul @ 2:36pm 
New update. An effort to make the sea more interesting to explore with several new terrains, monsters and slightly increased resource density. Also some bug fixes and such.