Conquest of Elysium 5

Conquest of Elysium 5

Pretenders
29 Comments
Phil Scott 21 Jun @ 3:09pm 
This is an amazing mod, genuinely. Completely transforms the game experience. Currently playing Ashen Emperor w/the Bog Wight pretender and it's a grand old time.
Doppelganger 20 Jun @ 7:37am 
@knayt no, I will try that. I will report back if I still experience problems. thanks
Ⓚⓝⓐⓨⓣ  [author] 20 Jun @ 6:27am 
That's very weird, because I specifically did a big test on that last patch and they all worked. Have you done an unsubscribe-resubscribe to make sure you have the latest version?
Doppelganger 19 Jun @ 12:29pm 
@knayt i still experience that the teleport rituals fail in blood fountain
Ⓚⓝⓐⓨⓣ  [author] 28 May @ 10:08pm 
Blood fountain teleportation rituals are fixed. Turns out to be an interesting thing with how conditional mastery works if you have multiple ritual paths on a unit.
RoyalCommander 27 May @ 1:30pm 
Okay, sadge.
The Changes to the Blood Fountain seem to have crippled it though - not able to Cast any Masterys now and thus im not able to gain any Spells with it, thats not intended is it?
Ⓚⓝⓐⓨⓣ  [author] 27 May @ 1:10pm 
This suggests Kobold Lairs aren't considered a citadel according to Illwinter terrain groups, which is either a design decision or a bug in vanilla.
RoyalCommander 27 May @ 7:45am 
Blood Fountain cant TP to Kobold Lairs or any kind, not even the starting one
Ⓚⓝⓐⓨⓣ  [author] 26 May @ 4:01pm 
I'm hoping I fixed that in a different way - I'm guessing that bug came from some Linux specific differences (not least because I've been unable to reproduce it), but if it survives this latest patch I do have another idea for a workaround.
AlmadinSicht 26 May @ 5:13am 
i think this is caused by the space in line 1452
newmonster "Carrion Manikin " #Part of the Skeletal Garden <-- causes haunted ravens to sometimes spawn (tested it by setting spawn1d6mon to 100 and spamming end turn

newmonster "Carrion Manikin" #Part of the Skeletal Garden (without space) appears to have fixed it
AlmadinSicht 26 May @ 1:55am 
ahh no, they are not indies, just not commanders (you can pick them up)
Ⓚⓝⓐⓨⓣ  [author] 25 May @ 3:23pm 
Indie haunted ravens are just spawning a bunch? I'm actually not aware of that, and there's nothing in the mod that should be causing it (which suggests I've blundered into something odd).
AlmadinSicht 25 May @ 3:09pm 
i think the haunted ravens are caused by the skeletal garden (at least i think so)
Nukular Power 25 May @ 7:12am 
is it intended that random Haunted Ravens keep appearing all over the place? Not hostile or anything, they just sit around spookily
forrestomintero 24 May @ 6:22pm 
Ah, rip. Might be good to include that as an expensive ritual. Given that it only affects 1 unit and could be tuned to cost a lot of resources, I don't feel like it would be overly broken, and it would give the no ritual pretenders some sense of progression beyond just picking up items and sitting on a library for a bit
Ⓚⓝⓐⓨⓣ  [author] 24 May @ 3:47pm 
For Glyph and to a much lesser extent Sower of Roots, yes, otherwise that's mostly there to interface with blessing nations (which includes dark blesses and tattoos).
forrestomintero 24 May @ 3:20am 
do non-blessing nations have any way to increase the pretender's blessing?
Nukular Power 23 May @ 9:34pm 
this is really cool. Thank you!
Emperor Herb 12 May @ 11:31am 
Thank you, also wanna say that my friends and I are enjoying this mod.
Ⓚⓝⓐⓨⓣ  [author] 12 May @ 11:03am 
Empereror Herb: Go for it. I have this set to modprio 8, so if you use modprio 9 it should play nice.
Emperor Herb 11 May @ 1:15pm 
Would it be alright with you if I made an add-on for this mod that adds a new pretender and units?
Writesout.ttv 1 May @ 4:20pm 
Thank you so much! That is immensely appreciated ^^
Ⓚⓝⓐⓨⓣ  [author] 1 May @ 5:44am 
Went ahead and did it, the companion mod is God_Inspector.
Ⓚⓝⓐⓨⓣ  [author] 1 May @ 4:07am 
I'll have to think about how to do that, especially given that there was a pretty significant level of intentionally leaning into CoE style obscurity (especially in terms of trying to capture what Illwinter pulled off with wildly opinionated and questionably accurate unit descriptions). Right now I'm leaning towards whipping up a quick companion mod that's just a pile of gods as a new class, for easy inspection, but I might play with the summon spell descriptions a bit instead.
Writesout.ttv 30 Apr @ 10:01pm 
I'm hoping to scrape the funds to buy Dominions while it's on sale, then I might be able to make more informed suggestions at least. It just so happened that you released this around the time I started eyeing it.

Regardless of what you decide to do, I love the execution of this, and wish you the best in your endeavors! ^^
Writesout.ttv 30 Apr @ 10:01pm 
Ah, I realize looking at my previous message I did a poor job specifying, my apologies.

Currently, I have to summon a god, look through it's kit, mentally work out how to make it synergize either with the current class or a different one, then reset the game to go down the list. I personally think it's a bit tedious, especially as I'm prone to forget information like that.

I might suggesting updating the summon blurbs to say things like "Wields X Magic" or "Utilizes Sacrifice Mechanics." If you wanted to be a bit more cryptic, as an example the Blademaster could say "Unmatched warrior, cursed to walk alone." A little dramatic for -1 Leadership, but it conveys a rough idea of what I'm getting into before I summon him.
Ⓚⓝⓐⓨⓣ  [author] 30 Apr @ 8:23pm 
They've all got unit descriptions, and a brief blurb in the summons - anything in particular you'd like to have on top of that?
Writesout.ttv 30 Apr @ 7:43pm 
I haven't gotten to play Dominions yet myself, so it'd be super useful to have descriptions for each god either in-game or here on the mod page so I can better understand each one ^^
Junkerz 24 Apr @ 4:34am 
playing this along with other mods and just wanted to confirm for you that added mod nations do indeed get pretenders as well :)