Conquest of Elysium 5

Conquest of Elysium 5

Perseverance Suite
 This topic has been pinned, so it's probably important
khjgames  [developer] 26 Jan @ 10:01pm
Upcoming content discussion, wishlist & brainstorming.
Hey do you like our mod suite? Do you wish we had even more content?

Maybe you have ideas for more world events, quality of life tweaks, items, or class reworks?

We've got limited ideas, and community creativity could help a lot!

If you have any cool discussions or ideas, I'd love to see them all below! Post anything you got, even small ideas and concepts could help flesh out content or updates here and there.
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Showing 1-12 of 12 comments
khjgames  [developer] 26 Jan @ 10:09pm 
I plan for more class overhauls, but its hard to come up with engaging, unique, thematic play styles, and personal interest / spins on things, while avoiding the many mod support limits.

The closest class to being done was necromancer. But I kinda may have corrupted my 30+ monster sprites for a new end-game unit archetype and so I've been procrastinating making the sprites again. Teaser - even voice of el and celestials will have to fear these amalgamations.

Also have about 45% planned & some progress on a Goblin King class and the Kobold King.

Fun fact our architect has a gold / iron donation system for allies.

Depending on your interest we could make a PVE suite "donation" module for giving all the main commanders of every class access to those rituals, and possibly the feature below.

Another donation feature we made for personal use that isn't available currently in the PVE suite or architect mod is our Commander donation ritual that lets you donate a commander to your allies (so you could donate apprentices and both have access to each others rituals)

Just wanted some input whether people might actually want or use those donation things, as they do obviously heavily swing balance.
Last edited by khjgames; 26 Jan @ 10:11pm
khjgames  [developer] 26 Jan @ 10:14pm 
We might also make "pve suite re-balance" patches for other mods (such as some complete overhaul classes, ashen emperor, etc) that load after those mods and re-balance content around the strength of classes / content in the PVE suite (usually buffs).

We always found complete overhaul warlock emperor AI to be lovingly op, which brought the desire to make our own mod suite where every class is that OP, that's the origin of this mod suite.
Last edited by khjgames; 26 Jan @ 10:15pm
khjgames  [developer] 26 Jan @ 10:35pm 
When it comes to kobold king content ideas, main stuff I got is controllable non-stupid dragons, dragon hatchlings, upkeep mechanics, and maybe access to a rainbow dragon, and elder dragon.
I sort of know what I want to do for units and I've been trying to think of cool mechanics for managing expendable kobolds and the like.
Hey firstly thanks for directing me over here, you do amazing work and I have loved your stuff especially the high cultists and the demonolgist, behold has also been really fun. I was very curious if you'd be up to try something with the pale one's as they are base they are very underwhelming unless im just not playing them right. Supposed to be descended from worms, the big bad set out to destroy the younger races for their hubris the terrors of the deep....yet mostly none of them can tunnel, there is supposed to be the great seal tomb and all this mystery with the seal guards. I see alot of potential to summon immense horrors long forgotten from the earth some very primordial beings to bring back nature. how these would calculate into mechanics...well im a story writer I wish i could help in the mechanics department. Defiantly some way to get around in agartha to build up that under empire that is supposed to crush the surface dwellers I always thought the pale ones had so much potential and just crazy lore which could be explored and exploited. I hope this helped to give some type of idea for them i feel like the giant murder worms don't get enough love. keep up the amazing work always wonderful to see the new stuff.
Last edited by Warboss Iron'ead; 28 Jan @ 3:51am
please do monkey :)
No one has made any expansions for them as far as i can see :(
Just in time for my yearly CoE addiction.
Hook this to my veins man, we need more. Full support.
khjgames  [developer] 3 Feb @ 3:21pm 
I'll try to finish writing all the existing class guides (currently only voice of el has a guide)
Before adding the next ones and digging myself a deeper hole.
Cloak 13 Feb @ 9:58pm 
For Kobolds you could sacrifice Kobolds for a guaranteed Sorcerer/Chief/Prophet. I can never seem to get a Sorcerer until late game. Or perhaps give Sorcerers/Prophets a ritual to sacrifice Kobolds to learn spells?
I suppose 'summoning' a mountain would be too powerful, combined with a PVE Architect. Strongholds everywhere!
khjgames  [developer] 16 Mar @ 11:58pm 
Its been a long while, thought I'd give an update.

So frankly I lack enough brain juice to release more finished polished mods / content atm.

I wonder if I should release a "perseverance beta w-i-p" mod collection or something like that.

I've held out on pushing all my older un-polished / unfinished content into the PVE suite.

But we have frankly a rather large amount of unreleased content, (partially unfinished classes or classes where I ran out of ideas: goblin king, kobolds, necromancer, and complete overhaul class rebalances like warlock, dwarf).

And aside from running out of content for late-game, or not being quite balanced and having more unique content & twists added there's a lot of fun additions, experiences builds, ideas, and other pve suite-balancing class enemy AI you could play against and the current mod suite feels lacking content diversity in comparison since I'm very slow with ideas or workarounds to finalize these things.

Idk if people are interested I could push out more of that, not completely polished content into its own WIP collection just so that you can play against more AI variety or get a taste of the new, other planned classes ideas. (like the 70~ish percent done necromancer class, or the 40~ish percent done goblin king)
khjgames  [developer] 17 Mar @ 12:22am 
Next release soon will be a small commander donation extension patch for the architect you can enable seperately (like the hacker patch), It will add an architect ritual to summon a donation unit holding a misc "change owner" item.

You can put that item on one of your commanders, and if a commander holding that item ends their turn on an allied square, the item will be deleted and the commanders control will be shifted to that allied square owner, and you'll get feedback messages, just like our existing resource donation rituals. This way everyone in an alliance could effectively multi-class by donating apprentices to each other, which would be pretty funny and chaotic I imagine.
Last edited by khjgames; 17 Mar @ 12:23am
Chapo 13 Jul @ 4:56pm 
Unsure if this is the right place for that.

One thing i wish this game would have is the option to choose who gets what item when looting after battle (just like when you buy one) this could be a big quality of life as this would allow for cursed item to be assigned to proper units.

i know there is a mod that replaces them with uncursed version so we can swap them around but i do like the idea of them being permanent choices (and i believe some newer items are not included in the mod).

in any case i love your mods they do make the game more fun
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