Conquest of Elysium 5

Conquest of Elysium 5

Great Houses of Morrowind
Feedback and Bugs
Steam comments are a bit clunky to answer! If you've noticed some bugs/errors or has some suggestions give me a hint here!
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Showing 1-15 of 37 comments
Ortoblast 2 Jul, 2024 @ 11:48am 
Great mod so far, but it seems there is a slight problem with Red Mountain in Sixth House.
Ash Vampires have Open Eyes of The Masses, Ascend Follower and Dream Out The Dream rituals. None of them seems to spawn Red Mountain.
Then I got my Ash Vampire promoted via random event to Ancient Ash Vampire. He has additionaly Sacrifice the village and Construct the Heart Chamber. How do I supposed to build Heart Chamber if I have no Red Mountain in first place?
Did I missed something, or there is unintended bug with progression? Should I promote one of my Ash Vampires manually by spending Life Force?
Last edited by Ortoblast; 2 Jul, 2024 @ 11:48am
Please Differ Your Deliberations  [developer] 2 Jul, 2024 @ 12:06pm 
Hmm, I'll probably need to delete the possibility for an Ash Vampire to evolve into Ancient Ash Vampire then. It seems you get Red Mountain ritual only by manual promotion.

It's probably related to how the code works on promotion ritual, adding you a bunch of new rituals when you click it, while evolving skip that part and give you only a few. When I get a couple more bugs I'll block Ash Vampire evolutions in the next hotfix.

It's sort of a whale bone at this point. In earlier versions of the mod, I wanted 6th House units to slowly evolve by themselves after certain number of turns passes to somehow show that they mutate further and further and get more insane as the time in the cult passes, but this mechanics was hard to balance - you either had too big of an army too soon or to small forces for a certain point of game. How fast the game progresses depends on map size and difficulty level + bots were cheating with their resources and they got whole swarms of Ash Slaves very early on, just turning any other armies into a dust. I scrapped this mechanics, but left Ash Vampires the evolution into a leveled up version of themselves after like 40 turns.
Ortoblast 3 Jul, 2024 @ 2:32am 
Also, I am not so sure about that, but if I remember correctly, bless effect should only be active when unit with Dark Blessing is actually being blessed by some units in battle. For example, Chalice of Gifts (Communion with the Dream), special effect blessing with burst 15. Until then, my zombies should be unblessed (Dark Blessing should just list it's effects ON bless), but in my game they constantly gain bless bonuses even on overmap.

OR I just mistaken Dom mechanics with CoE. But I think bless here works +- same.

P.S.: Quote from official manual
Blessed: units gain a bonus to their combat abilities when a spell of blessing is cast on them. The particulars of the bonus depend on the degree of divine favor of their god.
(icon: candelabra)
Last edited by Ortoblast; 3 Jul, 2024 @ 2:36am
Please Differ Your Deliberations  [developer] 3 Jul, 2024 @ 2:57am 
Hm... I'm not sure how it works in vanilla because I haven't played as Scourge Lord - and those guys use Dark Blessings too, but when testing the mod all dark blessings persisted on overworld map too. The only mechanics giving dark blessings besides the Chalice combat ability is Consuming Corprus Flesh with 50% / 50% chance of gaining buffs to all your units on the overmap / units produced in the future.
Ortoblast 3 Jul, 2024 @ 3:03am 
Well, that's not a problem for me, even with pretty good bless zombies still feel balanced and not op.
Ortoblast 3 Jul, 2024 @ 3:26am 
Uhhh, why Dagoth Ur has description of Monkey Maharaja's Marut xD. Monke power.

Text: According to the lore of the White Ones there are akashic realms beyond ours that are inhabited by beings blessed with divine splendor. Among the most fearsome of these beings are the Maruts, divine warriors armed with lightning. According to most sources they accompany the Rudras as hosts of mighty warriors, but some Gurus claim that it is not impossible to convince a Marut to leave the host and aid the monkey people as a champion and general of the monkey armies.
Last edited by Ortoblast; 3 Jul, 2024 @ 3:27am
Please Differ Your Deliberations  [developer] 4 Jul, 2024 @ 6:54am 
Holy hell! xD I must have forgot to save the version with the proper description.
Monke power brother! I'm hotfixing it right now!
A Wizard 4 Jul, 2024 @ 8:12am 
This mod is fantastic and extremely well made! Never considered CoE for a TES theme but it fits the gameplay so well.

Some bugs(?) encountered:

Telvanni:
Promotion for Magister remains available after the character is promoted to Archmagister.

Promotion to Archmagister generates a second, generic "Archmagister" NPC army unit with a nonpopulated spell list. Honestly it's kind of convenient to have an OP sidekick lol

Dres:
Dres Bugherder misspelled "Dre Bugherder"

Slave Champion behavior: Overseer cannot train "[Race] Slave Champions" in "Slave Market" (as listed in ritual info) or "Slave Arena" (in case this was the intended behavior). I may just not get how this works, instead of it being bugged?

No explanation in ritual info for "Slave Market" requiring 5 tile spacing, though this is easily inferred from basically every other building ritual.

Established Slave Broker no longer able to sell slaves (but maybe this was intended; for slaves to kickstart passive income gen?)


Thank you for all the effort you put into making this!
Last edited by A Wizard; 4 Jul, 2024 @ 8:13am
Just a few observations I made:

I've never been able to upgrade Telvanni alchemists, am I doing something wrong? I've got piles of slaves and alchemical reagents but the option is greyed out

The summoned Telvanni archmagister "challenger" has just been hanging out and eating mushrooms for over a year without trying to fight me, do I need to keep him and the archmagister I upgraded on the same space?

Telvanni's summoned Dremora seem to dawdle on the back line a lot instead of moving up to attack, maybe a rank problem?

Redoran's elite warriors have the same morale as regular human spearmen and run away a lot

And I've built a couple Tribunal Temples in my Telvanni game but after dozens of turns I haven't seen any priests on the recruitment offer. Is it supposed to spawn a unit, like with the embassy? If so it didn't for me, and I don't remember ever recruiting anything from Dagoth
Please Differ Your Deliberations  [developer] 5 Jul, 2024 @ 11:24am 
Wizard, Lion, thanks for feedback - I've just uploaded a hotfix of bugs you've found and added some more descriptions.

I've accidentally deleted the change that when you're building a Temple you should spawn Temple Keepers - units serving basically as the requirement for recruiting Temple Priests if you do not have one yet - but I've returned it. There were some problems with promotions of Alchemist and buggy Archmagister rivals, but it works properly now. I've bumped up morale of elite Redoran units from 4 to 8.

I've also added some descriptions about Slave Market spacing, and fixed typo with Overseer ritual suggesting you need to go to the slave market instead of Arena. You can promote slaves to champions on Arena tile out of 15 Armed Slaves.

Established Slave Broker's rituals will no longer be visible, the guy will not buy slaves anymore, just generate gold per turn, to motivate players to build more Slave Markets when playing Dres. Also, Telvanni Wizard irrelevant promotions to lower, already acquired ranks will be no longer displayed after attaining the rank, it was very odd because you could basically pay for downgrading your Magister into Master.

What I wasn't able to pinpoint and fix are how Dremora are acting, they should be able to move forward right from the summoning, and those odd buggy names for Dres in announcements. I've seen before that Dres name is being bugged and shortened to Dre before releasing the mod, but despite proper naming in mod files and proper displaying of the name when you check out the unit on your recruitment list or in your army, it seem to bug every time. I suspect it may be somehow related to an "S" in the end being treated as a plural form and being deleted by the game or something, but I have no idea why it happens to the word in the middle of unit's name.
Thanks, and fantastic mod!
jarpe 8 Jul, 2024 @ 3:33am 
Originally posted by Ortoblast:
Also, I am not so sure about that, but if I remember correctly, bless effect should only be active when unit with Dark Blessing is actually being blessed by some units in battle. For example, Chalice of Gifts (Communion with the Dream), special effect blessing with burst 15. Until then, my zombies should be unblessed (Dark Blessing should just list it's effects ON bless), but in my game they constantly gain bless bonuses even on overmap.

OR I just mistaken Dom mechanics with CoE. But I think bless here works +- same.

P.S.: Quote from official manual
Blessed: units gain a bonus to their combat abilities when a spell of blessing is cast on them. The particulars of the bonus depend on the degree of divine favor of their god.
(icon: candelabra)

In CoE units that have blessed trait have the bless effect always active. Funny is if you manage to capture scourge lord as Voice of El the effect of dark blessing is added.
jarpe 8 Jul, 2024 @ 3:35am 
Keeper of the dead has lvl two unlife magic, but has only lvl one spells.

Temple architect is unable to command troops, but units, that are created when district is built, are under his lead.
Last edited by jarpe; 8 Jul, 2024 @ 3:55am
Devin 8 Jul, 2024 @ 12:10pm 
Ok so the dres units from testing definitely get left in lol.
A Wizard 8 Jul, 2024 @ 2:44pm 
Originally posted by Devin:
Ok so the dres units from testing definitely get left in lol.

I wondered what all those slaves and traders were doing in my stronghold when I started a new save to test!

I thought our friend Deliberations just decided to give all Dunmer a bit of that Dres hospitality.



In other news:

Looks like the immobile unit that spawns with Redoran Barracks is unable to collect trade goods (and it looks like the Captains/Blademasters cannot, either?) from them.

Also, the Telvanni alchemist looks like he advance once now (using collected alchemical reagents and slaves) but cannot conduct the second advancement ritual. Tried it on: Mushroom Tower, starting Dunmer City, plains/forest/etc clear tiles.
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