Conquest of Elysium 5

Conquest of Elysium 5

Conquest of Elysium 5 Large Overhaul
Alex the Beetrayer  [developer] 4 Apr, 2023 @ 6:02pm
Druid
New commander recruit mechanic where hiring certain rare commanders unlocks recruitment offers for more rare commanders. Summoning rituals are improved with a better variety of units and Ents removed from Primal summons.

Starting tile "Druid's Hut" now counts as a forest for ritiual purposes.

Venus Traps now have a weak ranged shooting thorn attack.

New units

Faery Queen - Level 2 caster can teleport her army to and from the Primal Plane.

Gnomes - Rare summons. Level 1 Enchantment casters that knows a few level 1 enchanter rituals. Enables gathering of gems that can be used to create magic items.

Pixies - Tiny flying archers with arrows that inflict sleep.

Greenman - Rare summons. A large siege unit similar to giants. Throws enchanted boulders with a burst entangle effect. Will revive dead forests that it spends a turn on.

*Update*
New Commanders

There are new rare commander offers that comes in three tiers. The offers from the next tier have a chance to occur as long as the prior tier's commander is owned.

1.
Fir Bolg Druid - level 1 caster. Enables chance for Fir Bolg Warrior recruitment offers. Enables chance for Sidhe Bean recruitment offers.

2.
Sidhe Bean - level 2 caster. Enables chance for Sidhe Warrior recruitment offers. Enables chance for Tuatha Sorceress recruitment offers.

3.
Tuatha Sorceress - level 3 caster. Enables chance for Tuatha Warrior recruitment offers. Only 1 Tuatha Sorceress can be owned at once.
Last edited by Alex the Beetrayer; 2 Mar, 2024 @ 8:41pm
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Showing 1-15 of 15 comments
RodriguesCIA 9 Apr, 2023 @ 9:36am 
Looking damn fine, in my opinion. Do faery circles give herbs? Do ancient forests count as citadels, like in CoExp? And if they don't, perhaps making the hut a forest tile would be good, both for summoning and defense purposes.
Alex the Beetrayer  [developer] 10 Apr, 2023 @ 1:16pm 
Thanks! Faery circle income is not changed, with fae summoning also being moved to ancient forests since faery circles being placed on the map is not very consistent. Ancient forests do not count as citadels for the druid, and currently I plan to keep that exclusive to Troll King/Dryad. The hut counting as a forest is a good suggestion, that will be included in my next update.
RodriguesCIA 11 Apr, 2023 @ 11:18am 
Regarding ancient forests as citadels, in retrospect, I think it could be overpowering for the Druid. A druid can lock a forest area very easily with many defensive rituals, including Shepherds. Ancient forests as citadels for them would make them even more powerful in defense. Furthermore, they already play a bit of a balance game between civilization and wild, so I think it is thematically fit that they should strive to keep man made strongholds.
Snoozer000 21 Apr, 2023 @ 2:54am 
Great mod. I may have found a bug with the Lord of the hunt. He doesnt complete his rotation of forests. so he is in a walk loop. He is suppose to capture all forests then attack places. Also what mechanic heals forests in this mod? I couldnt figure it out but when my main druid army rested on dead forest it would fix them. I just couldnt understand what was causing it.
Alex the Beetrayer  [developer] 21 Apr, 2023 @ 10:35am 
Thanks! The Lord of the Hunt's behavior should be unchanged from the base game unless something I added is throwing off its routine. I'll see if I can replicate. It is the new Greenman unit that heals normal forests, it has a terraform ability where if an army with a Greenman spends a turn on a dead forest it will be restored.
Snoozer000 21 Apr, 2023 @ 3:44pm 
Originally posted by Alex the Beetrayer:
Thanks! The Lord of the Hunt's behavior should be unchanged from the base game unless something I added is throwing off its routine. I'll see if I can replicate. It is the new Greenman unit that heals normal forests, it has a terraform ability where if an army with a Greenman spends a turn on a dead forest it will be restored.
Thats nice. its nice having a function to restore forest tiles.it feels like its too east to get access to chop and burn. Forest fires happen alot too. It there a way to create forest tiles as well?

In regard to the lord of the hunt. I dont think its a map size issue. for some reason he just doesnt complete the full cycle.
Alex the Beetrayer  [developer] 22 Apr, 2023 @ 5:52pm 
No ability to add additional forest tiles, just restoring dead forests. Interesting, I'm leaning towards it might just be a thing that happens occasionally in CoE5 because I can't pin point anything I added/changed that would disrupt its cycle, but I'll keep that in mind as a potential side effect caused by something.
Gobby 8 Oct, 2024 @ 1:06pm 
Here's an idea for a new commander, the Boar Lord.
A frontline commander, pretty scrappy. Basically a stronger Boar Warrior, but you might season to taste with Armor 2 or a second weapon attack or something.

His identity is about giving access to more boar warriors. You might think the obvious trait for that is enables recruitment, but i don't like how that incentivizes sitting him somewhere safe. He should be leading them! I like the idea of having him freespawn them, but giving him a negative 1 iron bonus--that way he eats iron and spits out boar warriors.

But if you don't like that, I guess you could just give him a ritual that upgrades swordsmen.
Lordlynel 14 Apr @ 11:56am 
Were beast knights really so good that they needed to be nerfed so hard? They were already kind of expensive and niche in vanilla, and the change to front rank absolutely guts them. The barons high lords have front rank, and it is one of their weaknesses, but they are useful for ritual reasons, and also way tougher and deadlier than the beast knight. The witches androphag lords are also front rank, and closer in durability and melee prowess to the beast knight, but they are still tougher and killier, and more importantly way cheaper than the beast knight.
Gobby 14 Apr @ 8:58pm 
Currently they may be pretty deathprone as a front ranker... but as a mid-ranker, they are just useless. Any fast-only army a druid fields is going to small enough that having the leader hang back out of combat doesn't make sense. Perhaps there is a further change planned with the new update?
Alex the Beetrayer  [developer] 15 Apr @ 7:52am 
The rank change wasn't intended as a nerf but more to normalize where a non-caster cavalry commander is placed across the board. Totally valid point though that this leads to more instances of stranded beast cavalry when the commander gets killed off. I'm getting a little more in the weeds with small balance changes to vanilla units/recruit costs so my current plan is to give all frontline commanders a decent stats buff. Specifically for druid, beast cavalry recruitment will be increased 3 to 4, and they can probably do with at least an extra hoof attack to bring them up to par with similar units.
Lordlynel 15 Apr @ 11:09am 
On the beast knight specifically, I was also confused because their relative cowardice is specifically mentioned in their description. If they are going to stay front rank they could use a bit of extra hp and maybe an extra weapon attack.
Alex the Beetrayer  [developer] 15 Apr @ 12:56pm 
That's funny, I might have to make a creative edit to their lore so it matches my change. Yeah I'm currently leaning to giving them a decent stat boost.
Gobby 25 Jun @ 12:33pm 
So the druid gets a ritual that terraforms shadowwoods into ancient forests. On some games, the existence of this ritual will save your run. On many, it will never be castable.

I recommend a small, broadly useful buff to make rolling this rit as your freebie less disappointing. To that end:

Make it so it can be cast on the Hut.

Since the hut is nothing but an indefensible citadel, that's a great trade assuming you you've conquered something better.

This also can keep you from getting capped at early-midgame on maps with few Ancient Forests.
Alex the Beetrayer  [developer] 5 Jul @ 8:34am 
This could have some potential. I like the "double edged" aspect to it that it requires losing a citadel, and that it is not repeatable (unless you're running some wacky game with lots of druids for some reason).
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