Conquest of Elysium 5

Conquest of Elysium 5

Goblin Lord Class Mod Classic (V1.3)
Emperor Herb  [developer] 5 Nov, 2021 @ 6:02pm
=== Bugs and Balance ===
If you find any bugs while playing or feel like certain rituals or troops are unbalanced (too expensive/cheap or strong/weak) post them here
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Showing 1-9 of 9 comments
Devil's Advocate 7 Nov, 2021 @ 4:54pm 
Something is wrong with the goblin apprentices you can recruit- They don't have any spells, instead just having a line of text saying that they should have hedge magic and you cant upgrade them.
Emperor Herb  [developer] 7 Nov, 2021 @ 5:01pm 
Originally posted by Devil's Advocate:
Something is wrong with the goblin apprentices you can recruit- They don't have any spells, instead just having a line of text saying that they should have hedge magic and you cant upgrade them.

There is a bug where if you have 2 or more apprentices on the same tile when you try to use an ascendance ritual, it messes up and upgrades an apprentice other than the caster. I do not know any way around that glitch, as the way the rituals are coded are the only way they would seem to work. As for the apprentices not having any spells or being unable to be upgraded, I have not had that happen to me in any of my tests with the class.
Emperor Herb  [developer] 7 Nov, 2021 @ 5:08pm 
Originally posted by Emperor Herb:
Originally posted by Devil's Advocate:
Something is wrong with the goblin apprentices you can recruit- They don't have any spells, instead just having a line of text saying that they should have hedge magic and you cant upgrade them.

There is a bug where if you have 2 or more apprentices on the same tile when you try to use an ascendance ritual, it messes up and upgrades an apprentice other than the caster. I do not know any way around that glitch, as the way the rituals are coded are the only way they would seem to work. As for the apprentices not having any spells or being unable to be upgraded, I have not had that happen to me in any of my tests with the class.

So after looking into it, I noticed that there is a problem, I don't exactly know how to fix it, but I will see if there is any way to, it's strange that only recruited apprentices have this issue when the one given at the start works fine.
Devil's Advocate 7 Nov, 2021 @ 5:31pm 
Apparently you dont need to cause I tried again and this time it worked fine? I am confused.
Emperor Herb  [developer] 7 Nov, 2021 @ 9:16pm 
Originally posted by Devil's Advocate:
Apparently you dont need to cause I tried again and this time it worked fine? I am confused.

Strange, I had encountered the bug you mentioned, so it appears to be a random bug?
Devil's Advocate 8 Nov, 2021 @ 5:43pm 
I guess? I am just really confused
Stain 9 Nov, 2021 @ 5:14pm 
i like how it currently functions but like i was saying its very gold constrained my suggestions(and by no means take my ideas lol) have portals increase trade to make use of having all the currencies unlocked this would increase gold gain, second problem with them is you have no way to deal with armor other then mages and your tier 2s costing 50 gems is expensive so you wont have many which is fine but if it was me i would make the hedgemages extremely available to emphasize the disposability(large ammount of cheap tier 1 mages with only a few tier 2's no tier 3
Stain 9 Nov, 2021 @ 5:15pm 
there ultimate weakness is single entity mages tho (with high hp) with battlefield spells as they will all die with there piddly hp and the only answer is something with more hp or tags to resist or just enough assasins to 1 shot it i dont have a suggestion for this
Emperor Herb  [developer] 9 Nov, 2021 @ 6:43pm 
Originally posted by Stain:
i like how it currently functions but like i was saying its very gold constrained my suggestions(and by no means take my ideas lol) have portals increase trade to make use of having all the currencies unlocked this would increase gold gain, second problem with them is you have no way to deal with armor other then mages and your tier 2s costing 50 gems is expensive so you wont have many which is fine but if it was me i would make the hedgemages extremely available to emphasize the disposability(large ammount of cheap tier 1 mages with only a few tier 2's no tier 3

So in the next version of the mod, there are rebalances to the costs of troops and upgrades to make them cheaper and more affordable (25 less gems for five tier 2 Elemental troops) plus a gold cost reduction across the board. Additionally normal and large portals will give a trade boost by 1 and 2 respectively.


Originally posted by Stain:
there ultimate weakness is single entity mages tho (with high hp) with battlefield spells as they will all die with there piddly hp and the only answer is something with more hp or tags to resist or just enough assasins to 1 shot it i dont have a suggestion for this

As for this, this seems to be an early game kind of weakness, as upgraded and elemental
troops should be able to hold out against other enemies (upgraded troops could stand up to baron and senator, while elementals could do well against demonologist or necromancer)
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