Conquest of Elysium 5

Conquest of Elysium 5

Immortal Sage
16 Comments
Ⓚⓝⓐⓨⓣ  [author] 8 Jul @ 2:37pm 
Actually just pushed a patch.
The Swarmlord 7 Jul @ 4:02pm 
Any more updates planned?
Ⓚⓝⓐⓨⓣ  [author] 24 Jun @ 12:33pm 
I'd considered that, but the dropoff in efficacy of deliberately self-sacrificing attrition tactics (unless you build local forces) is a dynamic I want to keep.
fabian 24 Jun @ 12:25am 
Could you add a ritual to move the immortal respawn point?
forrestomintero 21 Jun @ 2:57am 
was wondering about that lol
Ⓚⓝⓐⓨⓣ  [author] 21 Jun @ 2:39am 
Just realized that auto-correct changed "intercompatibility" to "incompatibility" on that previous message, which completely changes the meaning.
forrestomintero 20 Jun @ 12:12pm 
I figured, just wanted to put it out there for people who're interested :)
Ⓚⓝⓐⓨⓣ  [author] 20 Jun @ 6:25am 
That wasn't an intended mod incompatibility at all, but it's cool it worked out that way. I just gave them captain access at standard recruitment locations to fit their general breaking-into-standard-rec dynamic.
forrestomintero 18 Jun @ 8:54pm 
psa: this mod is compatible with populum because if you take a human recruitment location (outpost, city, etc) you can recruit captains, which can turn into knights then barons, at which point you can use their rando summoner ritual to get into the rest of the human units.
Ⓚⓝⓐⓨⓣ  [author] 16 Jun @ 2:24am 
They're expensive enough (and the thing you least want from the spell) that it would probably be fine balance-wise, as would going huge for all of the lvl 3 celestial bureaucrats. I'll consider it for sure. The carp does start with every single Fortune spell, hence the 3/4 spells.
avoraciopoctules 15 Jun @ 12:51pm 
Would it be appropriate for the lvl3 ritual celestial bureaucrats to be Giant Sized? They look like titans, but at present they are still slowed down by trees/hills like human scale units. Also, I got a giant carpman with Fortune magic, they only started with 3/4 spells. Not sure if that's because of the school having a very limited spell list or something else tho. Anything else... the carpman pretender had Grab and Swallow as an attack in Dominions. I know the giant fish in the ocean offshore from Elysium have a swallow attack, would it be reasonable for the summon to have it as well? Not sure if it would make them overpowered or not.
Ⓚⓝⓐⓨⓣ  [author] 14 Jun @ 12:10am 
Fixed the inventories. Turned out to be a couple of them (basically, anywhere where I would have started with a unit copy, cleared to remove something, e.g. a shield, then added stuff in).
Erlkönig 13 Jun @ 11:32pm 
Fun mod. However, initiate spearmen only have misc slots. You may want to look at your inventory tags.
Ⓚⓝⓐⓨⓣ  [author] 13 Jun @ 10:19pm 
I had a lot of fun writing them.
avoraciopoctules 13 Jun @ 7:38pm 
Really loving the unit descriptions, very funny. And pretty fun to play too!
Erlkönig 11 Jun @ 1:28pm 
our rivalry will be legendary