Conquest of Elysium 5

Conquest of Elysium 5

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CoExpansion
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3.572 MB
21 Aug, 2021 @ 6:02am
15 Sep @ 5:50am
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CoExpansion

Description
This is a previously unreleased overhaul/balance mod for CoE4 and ported into CoE5.

This mod aims to expand and alter existing factions and bring more Content to CoE while keeping the game feeling pretty similar, just a bit faster.

Features include: Unit edits (over 1290!), new units (over 220), new rituals (over 160), free defenders, less aggressive animals, more magic items spawns, many terrain changes (over 250) and playable and reworked AI only factions, descriptions for all of this and more.

There are too many changes to fully explain in a single description so open the .c5m in Notepad++ or similar to see some more comments, I do love a good comment.

Should be compatible with most new classes, may cause issues if paired with balance mods, total overhauls or other mods that alter default units/terrains/rituals.

Thanks to Steam users Marlin and Colonel Dracula joins the Navy, without their data dumps this would of been hell to make. Also thanks to Tyburn for 8 years of testing and ideas.

Mod compatibility reservations:
Mirror 88 to 90
Portal 880 to 890
Terrains 880-900
Terrain Groups -1088 to -1100
Modding Vars 1066 to 1100

All new sprites are edited CoE or Dom sprites because I can't draw.

Vision overhaul submod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2605021740
This is optional, but I always play with it.

Ready for the notes? This got so long I couldn't save the description. So expect more than is written here.

---General---
All citadels get free defenders spawn in.
Hamlets and bigger settlements and walled locations get a weaker levy for free. Many classes get special themed defenders.
Some factions get defender rituals where they had none.
---Terrain---
Added proper battle maps to some tiles that were plains.
More special resources at rare locations and other planes.
Sea tiles faster, mountains slower. Most special tiles not slow.
---Items---
Most human indies have a chance of spawning with random items.
Most heroes start with random items.
Buffed bad items and added loads of descriptions.
---Monsters---
Necromancers of all flavours regain sanity, undead necros cannot become more insane.
Ethereal, celestial and horror monsters are decay and affliction immune.
Summoned scouts are uniform, all are farsight, stealthy and cannot cap tiles or fight.
Wandering animals will prefer forests, herbivores will probably never leave. Most will wander when uncontrolled.
Many monsters roam free when their owning player is defeated.
---Weapons---
Some semi-magic attacks like project lightning weaker.
Longbows more range, crossbows more damage, javelins higher init. Some units pack multiple Javs.
Banefire bows have another chance to resist.
Seige has insane range, making it actually fire in big battles.
Some of the spells that only really hurt your own units have this aspect reduced (black cloud, I'm looking at you).
---Baron---
Monastries reworked, now built over an ancient forest but are citadels.
Can upgrade his castle into a king's castle in any age.
Can get married and have children, who have the same level powers as the baron.
More alchemist rituals, fire thrower infantry and werewolfise your doggos.
Vassals less lazy and suicidal. Can recruit in any walled location
---Necromancer---
Can build a gate to hades.
Split minor summoning into hades and worldly undead.
Soulless weaker but now slow. Their flesh gives armour.
Ghouls can eat the dead to quickly multiply, but they're weaker. Wander when not controlled.
---Demonologist---
Can summon in inferno.
4 abyssian units scattered throughout their summon tiers.
Hot and cold demons radiate that thermal property.
---Witch---
SEND THE WINGED MONKEYS!
Creeping doom less of a mis-identified horror (not nonmagic invuln) but stronger.
---Priestess---
Scout for humans to sacrifice with a new ritual.
Giants can wear magic items.
BEHOLD THE VARFLKE HAR, the sling king!
Ba'al now an unstoppable and uncontrolable force of pure evil and chaos.
Can recruit basic giants later in the game for normal resources.
---Bakemono---
Ninjas.
Water themed units on some summons if cast near water.
Dai Oni have no fear of battle.
---Barbarian---
Sack settlemnts to build your horde.
Settle barbarians to make camp.
Bone tribe, they eat the dead, turn into animals and cast simulacrum.
Mounted amazons of all flavours.
Nature spirits.
Totems claim forests near them.
---Senator---
More content for Dark God Emperors, summon your leigons from beyond the veil of death! Invade hades!
Become emperor in any age.
6 elite units when you ascend to the throne.
Equites, definitely not a cavalryman spriteswap.
---Pale Ones---
Geomancer, terraform the lands.
All pale ones are slightly tougher.
King of the Deep gathers gems, slightly tougher.
---Druid---
Vine men/ogres/lords. Tough but won't heal danage.
Rogue Sidhe recuits & 2 new animal summons.
Make a portal to the Primal Plane.
Make new 'Ancient' Forests.
---Burgmeister---
Iron contructs, don't need gems but weaker.
Faeries, their queens and Piconye.
Animal summonings get more varied units.
Clockwork Giants and Mech Suits.
---Warlock---
Gets new thematic troops. Defenders for greater mines.
Elemental lords can make portals to their home plane.
Thematic utility rituals for each school.
Excessive fire units WILL ignite the world.
---Priest King---
Zotz, flying rats. Manhunters, use a bola to root their prey.
Slaves better meatshields, worse against magic.
Higher tier ritualists get cheaper rituals, Gods get very cheap ones.
---Troll King---
Him, his Mum, Grandpappy and all other trolls can wear any magic item.
Trollify the woods easier, summon big carrion to defend them.
Can recruit more thematic units (lake trolls).
New t3 summon units and rolled the existing two into that.
Mountain Troll King, his subjects and Moose Knights.
---Enchanter---
No recruits, but can always get apprentices.
Use gems to rectuit and upgrade your apprentices.
Animates can't get afflictions at all, most can swim.
Always start with basic summons.
Animate towers to move your citadels around.
---Beholder---
Made playable.
VERY powerful, struggle to get more commanders.
---Goblin King---
Made playable.
Elite Goblins, who are almost as good as humans.
Spam gobbos, lots and lots and lots of gobbos.
---High Cultist---
Mad Fishman, has the wrath of cod in his hands.
Spawn loyal Hybrids.
---Dwarf Queen---
Tunnelers.
Avatar of Dvalin, big guy, hits HARD.
Upgrades are repeatable, you don't have to micro as much.
---Voice of El---
Witch hunter (assassin type) and preacher (spams convert).
Celestials better vision, more aggressive.
MANY more recruitments as more Celestials decend.
---Illusionist---
Constant phantasms.
Mirror crystal to defend mines.
Better sight as his training progresses.
---Markgraf---
Ghouls wander and necros regain sanity like necromancer.
Flesh Rite preformable in any citadel.
---Dryad Queen---
Start with apprentice.
Enter the Primal Plane.
---Scourge Lord---
Fully reflavoured and desert themed. Including new units and a southern start.
2 new unholy humans. 2 new summons.
Ghouls reproduce quickly, wander when not controlled.
New sprites for your OG scourge lord and the King.
---Cloud Lord---
Can congeal cloud people.
Farsight on commanders.
Starts with apprentice.
---Kobold King---
Summon Drakes on the go.
Dragons less NEET, they sometimes actually leave their El-damned caves.
Find good mines easier.
---Monkeyraja---
Grow the monkey kingdom, atavi villages sometimes send troops to a citadel.
Commanders sometimes gather them to lead to a gloryious death.
More scrying rituals for the gurus.
---Evilraja---
Immortal commander, but banishable.
Demons are demonic, and thus banishable.
--Guildmaster--
Better adventurers.
More stable start with gem income and repositioned rituals.
Popular Discussions View All (2)
3
28 Sep, 2021 @ 2:09am
Baron feedback
DeX
1
31 Dec, 2021 @ 1:41am
Voice of El
RedMattis
160 Comments
Nethermind  [author] 10 Sep @ 5:38am 
New magic items seem to still be bugged in the code, they crash MP games and have all sorts of weird issues in SP. It's probably just me but finding the source of a intermittant bug is never fun. I do want to have a look when I'm done with the current wave of stuff
Grail Knight 9 Sep @ 6:09pm 
Can you please update your magic items mod? Pretty please?
This one is great too, yeah, same with vision one.
Nethermind  [author] 30 Aug @ 8:50am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
haychy101 30 Aug @ 12:34am 
update bricked a 25h save. Is there any way you could upload some old archive type files for previous mod version?
Stronghold 28 Aug @ 6:58pm 
Welcome Back!
Gentleman Crow 28 Aug @ 12:24pm 
Awesome! Thanks, Nethermind!
Nethermind  [author] 28 Aug @ 9:40am 
I am in fact not dead. The error on launch was due to the Heroine being removed in I think the guildmaster update in favour of his lady knight. This is now fixed along with more content and fiddling of stats as per usual.
[JdG] Pejman 16 Aug @ 8:22am 
afaik the only line mentioning heroine is just to add weapon or item to it so it should be safe to delete it
Gentleman Crow 11 Jul @ 8:08am 
I really enjoy this mod but it's currently broken.
Leunan 21 Jun @ 12:08pm 
update plz