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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.
Prevent AI Suicide Mod should mostly be unnecessary when running this one btw. There is a bunch of suicide counter measures included already.
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.
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.
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?
@ 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.
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.
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.
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.
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.
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
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.
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.
Still serious about the burnt forests question vis a vis mushrooms. Seems like an odd change.
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.
Also, both of my starting casters started without rituals.
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.
@ 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.